2
0
mirror of https://github.com/s1lentq/CSSDK.git synced 2024-10-16 15:26:55 +03:00

Add files

This commit is contained in:
s1lent 2017-09-24 22:36:01 +07:00
parent 34b10833ca
commit 13d1d80f77
No known key found for this signature in database
GPG Key ID: 0FE401DC73916B5C
177 changed files with 26860 additions and 0 deletions

15
common/IGameServerData.h Normal file
View File

@ -0,0 +1,15 @@
#pragma once
#include "maintypes.h"
#include "interface.h"
class IGameServerData : public IBaseInterface {
public:
virtual ~IGameServerData() { };
virtual void WriteDataRequest(const void *buffer, int bufferSize) = 0;
virtual int ReadDataResponse(void *data, int len) = 0;
};
#define GAMESERVERDATA_INTERFACE_VERSION "GameServerData001"

201
common/Sequence.h Normal file
View File

@ -0,0 +1,201 @@
//---------------------------------------------------------------------------
//
// S c r i p t e d S e q u e n c e s
//
//---------------------------------------------------------------------------
#ifndef _INCLUDE_SEQUENCE_H_
#define _INCLUDE_SEQUENCE_H_
#ifndef _DEF_BYTE_
typedef unsigned char byte;
#endif
//---------------------------------------------------------------------------
// client_textmessage_t
//---------------------------------------------------------------------------
typedef struct client_textmessage_s
{
int effect;
byte r1, g1, b1, a1; // 2 colors for effects
byte r2, g2, b2, a2;
float x;
float y;
float fadein;
float fadeout;
float holdtime;
float fxtime;
const char *pName;
const char *pMessage;
} client_textmessage_t;
//--------------------------------------------------------------------------
// sequenceDefaultBits_e
//
// Enumerated list of possible modifiers for a command. This enumeration
// is used in a bitarray controlling what modifiers are specified for a command.
//---------------------------------------------------------------------------
enum sequenceModifierBits
{
SEQUENCE_MODIFIER_EFFECT_BIT = (1 << 1),
SEQUENCE_MODIFIER_POSITION_BIT = (1 << 2),
SEQUENCE_MODIFIER_COLOR_BIT = (1 << 3),
SEQUENCE_MODIFIER_COLOR2_BIT = (1 << 4),
SEQUENCE_MODIFIER_FADEIN_BIT = (1 << 5),
SEQUENCE_MODIFIER_FADEOUT_BIT = (1 << 6),
SEQUENCE_MODIFIER_HOLDTIME_BIT = (1 << 7),
SEQUENCE_MODIFIER_FXTIME_BIT = (1 << 8),
SEQUENCE_MODIFIER_SPEAKER_BIT = (1 << 9),
SEQUENCE_MODIFIER_LISTENER_BIT = (1 << 10),
SEQUENCE_MODIFIER_TEXTCHANNEL_BIT = (1 << 11),
};
typedef enum sequenceModifierBits sequenceModifierBits_e ;
//---------------------------------------------------------------------------
// sequenceCommandEnum_e
//
// Enumerated sequence command types.
//---------------------------------------------------------------------------
enum sequenceCommandEnum_
{
SEQUENCE_COMMAND_ERROR = -1,
SEQUENCE_COMMAND_PAUSE = 0,
SEQUENCE_COMMAND_FIRETARGETS,
SEQUENCE_COMMAND_KILLTARGETS,
SEQUENCE_COMMAND_TEXT,
SEQUENCE_COMMAND_SOUND,
SEQUENCE_COMMAND_GOSUB,
SEQUENCE_COMMAND_SENTENCE,
SEQUENCE_COMMAND_REPEAT,
SEQUENCE_COMMAND_SETDEFAULTS,
SEQUENCE_COMMAND_MODIFIER,
SEQUENCE_COMMAND_POSTMODIFIER,
SEQUENCE_COMMAND_NOOP,
SEQUENCE_MODIFIER_EFFECT,
SEQUENCE_MODIFIER_POSITION,
SEQUENCE_MODIFIER_COLOR,
SEQUENCE_MODIFIER_COLOR2,
SEQUENCE_MODIFIER_FADEIN,
SEQUENCE_MODIFIER_FADEOUT,
SEQUENCE_MODIFIER_HOLDTIME,
SEQUENCE_MODIFIER_FXTIME,
SEQUENCE_MODIFIER_SPEAKER,
SEQUENCE_MODIFIER_LISTENER,
SEQUENCE_MODIFIER_TEXTCHANNEL,
};
typedef enum sequenceCommandEnum_ sequenceCommandEnum_e;
//---------------------------------------------------------------------------
// sequenceCommandType_e
//
// Typeerated sequence command types.
//---------------------------------------------------------------------------
enum sequenceCommandType_
{
SEQUENCE_TYPE_COMMAND,
SEQUENCE_TYPE_MODIFIER,
};
typedef enum sequenceCommandType_ sequenceCommandType_e;
//---------------------------------------------------------------------------
// sequenceCommandMapping_s
//
// A mapping of a command enumerated-value to its name.
//---------------------------------------------------------------------------
typedef struct sequenceCommandMapping_ sequenceCommandMapping_s;
struct sequenceCommandMapping_
{
sequenceCommandEnum_e commandEnum;
const char* commandName;
sequenceCommandType_e commandType;
};
//---------------------------------------------------------------------------
// sequenceCommandLine_s
//
// Structure representing a single command (usually 1 line) from a
// .SEQ file entry.
//---------------------------------------------------------------------------
typedef struct sequenceCommandLine_ sequenceCommandLine_s;
struct sequenceCommandLine_
{
int commandType; // Specifies the type of command
client_textmessage_t clientMessage; // Text HUD message struct
char* speakerName; // Targetname of speaking entity
char* listenerName; // Targetname of entity being spoken to
char* soundFileName; // Name of sound file to play
char* sentenceName; // Name of sentences.txt to play
char* fireTargetNames; // List of targetnames to fire
char* killTargetNames; // List of targetnames to remove
float delay; // Seconds 'till next command
int repeatCount; // If nonzero, reset execution pointer to top of block (N times, -1 = infinite)
int textChannel; // Display channel on which text message is sent
int modifierBitField; // Bit field to specify what clientmessage fields are valid
sequenceCommandLine_s* nextCommandLine; // Next command (linked list)
};
//---------------------------------------------------------------------------
// sequenceEntry_s
//
// Structure representing a single command (usually 1 line) from a
// .SEQ file entry.
//---------------------------------------------------------------------------
typedef struct sequenceEntry_ sequenceEntry_s;
struct sequenceEntry_
{
char* fileName; // Name of sequence file without .SEQ extension
char* entryName; // Name of entry label in file
sequenceCommandLine_s* firstCommand; // Linked list of commands in entry
sequenceEntry_s* nextEntry; // Next loaded entry
qboolean isGlobal; // Is entry retained over level transitions?
};
//---------------------------------------------------------------------------
// sentenceEntry_s
// Structure representing a single sentence of a group from a .SEQ
// file entry. Sentences are identical to entries in sentences.txt, but
// can be unique per level and are loaded/unloaded with the level.
//---------------------------------------------------------------------------
typedef struct sentenceEntry_ sentenceEntry_s;
struct sentenceEntry_
{
char* data; // sentence data (ie "We have hostiles" )
sentenceEntry_s* nextEntry; // Next loaded entry
qboolean isGlobal; // Is entry retained over level transitions?
unsigned int index; // this entry's position in the file.
};
//--------------------------------------------------------------------------
// sentenceGroupEntry_s
// Structure representing a group of sentences found in a .SEQ file.
// A sentence group is defined by all sentences with the same name, ignoring
// the number at the end of the sentence name. Groups enable a sentence
// to be picked at random across a group.
//--------------------------------------------------------------------------
typedef struct sentenceGroupEntry_ sentenceGroupEntry_s;
struct sentenceGroupEntry_
{
char* groupName; // name of the group (ie CT_ALERT )
unsigned int numSentences; // number of sentences in group
sentenceEntry_s* firstSentence; // head of linked list of sentences in group
sentenceGroupEntry_s* nextEntry; // next loaded group
};
//---------------------------------------------------------------------------
// Function declarations
//---------------------------------------------------------------------------
sequenceEntry_s* SequenceGet( const char* fileName, const char* entryName );
void Sequence_ParseFile( const char* fileName, qboolean isGlobal );
void Sequence_OnLevelLoad( const char* mapName );
sentenceEntry_s* SequencePickSentence( const char *groupName, int pickMethod, int *picked );
#endif // _INCLUDE_SEQUENCE_H_

703
common/SteamCommon.h Normal file
View File

@ -0,0 +1,703 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
/*
** The copyright to the contents herein is the property of Valve Corporation.
** The contents may be used and/or copied only with the written permission of
** Valve, or in accordance with the terms and conditions stipulated in
** the agreement/contract under which the contents have been supplied.
**
*******************************************************************************
**
** Contents:
**
** Common types used in the Steam DLL interface.
**
** This file is distributed to Steam application developers.
**
**
**
*******************************************************************************/
#ifndef INCLUDED_STEAM_COMMON_STEAMCOMMON_H
#define INCLUDED_STEAM_COMMON_STEAMCOMMON_H
#if defined(_MSC_VER) && (_MSC_VER > 1000)
#pragma once
#endif
#ifdef __cplusplus
extern "C"
{
#endif
/* Applications should not define STEAM_EXPORTS. */
#if defined ( _WIN32 )
#ifdef STEAM_EXPORTS
#define STEAM_API __declspec(dllexport)
#else
#define STEAM_API __declspec(dllimport)
#endif
#define STEAM_CALL __cdecl
#else
#define STEAM_API /* */
#define STEAM_CALL /* */
#endif
typedef void (STEAM_CALL *KeyValueIteratorCallback_t )(const char *Key, const char *Val, void *pvParam);
/******************************************************************************
**
** Exported macros and constants
**
******************************************************************************/
/* DEPRECATED -- these are ignored now, all API access is granted on SteamStartup */
#define STEAM_USING_FILESYSTEM (0x00000001)
#define STEAM_USING_LOGGING (0x00000002)
#define STEAM_USING_USERID (0x00000004)
#define STEAM_USING_ACCOUNT (0x00000008)
#define STEAM_USING_ALL (0x0000000f)
/* END DEPRECATED */
#define STEAM_MAX_PATH (255)
#define STEAM_QUESTION_MAXLEN (255)
#define STEAM_SALT_SIZE (8)
#define STEAM_PROGRESS_PERCENT_SCALE (0x00001000)
/* These are maximum significant string lengths, excluding nul-terminator. */
#define STEAM_CARD_NUMBER_SIZE (17)
#define STEAM_CARD_HOLDERNAME_SIZE (100)
#define STEAM_CARD_EXPYEAR_SIZE (4)
#define STEAM_CARD_EXPMONTH_SIZE (2)
#define STEAM_CARD_CVV2_SIZE (5)
#define STEAM_BILLING_ADDRESS1_SIZE (128)
#define STEAM_BILLING_ADDRESS2_SIZE (128)
#define STEAM_BILLING_CITY_SIZE (50)
#define STEAM_BILLING_ZIP_SIZE (16)
#define STEAM_BILLING_STATE_SIZE (32)
#define STEAM_BILLING_COUNTRY_SIZE (32)
#define STEAM_BILLING_PHONE_SIZE (20)
#define STEAM_BILLING_EMAIL_ADDRESS_SIZE (100)
#define STEAM_TYPE_OF_PROOF_OF_PURCHASE_SIZE (20)
#define STEAM_PROOF_OF_PURCHASE_TOKEN_SIZE (200)
#define STEAM_EXTERNAL_ACCOUNTNAME_SIZE (100)
#define STEAM_EXTERNAL_ACCOUNTPASSWORD_SIZE (80)
#define STEAM_BILLING_CONFIRMATION_CODE_SIZE (22)
#define STEAM_BILLING_CARD_APPROVAL_CODE_SIZE (100)
#define STEAM_BILLING_TRANS_DATE_SIZE (9) // mm/dd/yy
#define STEAM_BILLING_TRANS_TIME_SIZE (9) // hh:mm:ss
/******************************************************************************
**
** Scalar type and enumerated type definitions.
**
******************************************************************************/
typedef unsigned int SteamHandle_t;
typedef void * SteamUserIDTicketValidationHandle_t;
typedef unsigned int SteamCallHandle_t;
#if defined(_MSC_VER)
typedef unsigned __int64 SteamUnsigned64_t;
#else
typedef unsigned long long SteamUnsigned64_t;
#endif
typedef enum
{
eSteamSeekMethodSet = 0,
eSteamSeekMethodCur = 1,
eSteamSeekMethodEnd = 2
} ESteamSeekMethod;
typedef enum
{
eSteamBufferMethodFBF = 0,
eSteamBufferMethodNBF = 1
} ESteamBufferMethod;
typedef enum
{
eSteamErrorNone = 0,
eSteamErrorUnknown = 1,
eSteamErrorLibraryNotInitialized = 2,
eSteamErrorLibraryAlreadyInitialized = 3,
eSteamErrorConfig = 4,
eSteamErrorContentServerConnect = 5,
eSteamErrorBadHandle = 6,
eSteamErrorHandlesExhausted = 7,
eSteamErrorBadArg = 8,
eSteamErrorNotFound = 9,
eSteamErrorRead = 10,
eSteamErrorEOF = 11,
eSteamErrorSeek = 12,
eSteamErrorCannotWriteNonUserConfigFile = 13,
eSteamErrorCacheOpen = 14,
eSteamErrorCacheRead = 15,
eSteamErrorCacheCorrupted = 16,
eSteamErrorCacheWrite = 17,
eSteamErrorCacheSession = 18,
eSteamErrorCacheInternal = 19,
eSteamErrorCacheBadApp = 20,
eSteamErrorCacheVersion = 21,
eSteamErrorCacheBadFingerPrint = 22,
eSteamErrorNotFinishedProcessing = 23,
eSteamErrorNothingToDo = 24,
eSteamErrorCorruptEncryptedUserIDTicket = 25,
eSteamErrorSocketLibraryNotInitialized = 26,
eSteamErrorFailedToConnectToUserIDTicketValidationServer = 27,
eSteamErrorBadProtocolVersion = 28,
eSteamErrorReplayedUserIDTicketFromClient = 29,
eSteamErrorReceiveResultBufferTooSmall = 30,
eSteamErrorSendFailed = 31,
eSteamErrorReceiveFailed = 32,
eSteamErrorReplayedReplyFromUserIDTicketValidationServer = 33,
eSteamErrorBadSignatureFromUserIDTicketValidationServer = 34,
eSteamErrorValidationStalledSoAborted = 35,
eSteamErrorInvalidUserIDTicket = 36,
eSteamErrorClientLoginRateTooHigh = 37,
eSteamErrorClientWasNeverValidated = 38,
eSteamErrorInternalSendBufferTooSmall = 39,
eSteamErrorInternalReceiveBufferTooSmall = 40,
eSteamErrorUserTicketExpired = 41,
eSteamErrorCDKeyAlreadyInUseOnAnotherClient = 42,
eSteamErrorNotLoggedIn = 101,
eSteamErrorAlreadyExists = 102,
eSteamErrorAlreadySubscribed = 103,
eSteamErrorNotSubscribed = 104,
eSteamErrorAccessDenied = 105,
eSteamErrorFailedToCreateCacheFile = 106,
eSteamErrorCallStalledSoAborted = 107,
eSteamErrorEngineNotRunning = 108,
eSteamErrorEngineConnectionLost = 109,
eSteamErrorLoginFailed = 110,
eSteamErrorAccountPending = 111,
eSteamErrorCacheWasMissingRetry = 112,
eSteamErrorLocalTimeIncorrect = 113,
eSteamErrorCacheNeedsDecryption = 114,
eSteamErrorAccountDisabled = 115,
eSteamErrorCacheNeedsRepair = 116,
eSteamErrorRebootRequired = 117,
eSteamErrorNetwork = 200,
eSteamErrorOffline = 201
} ESteamError;
typedef enum
{
eNoDetailedErrorAvailable,
eStandardCerrno,
eWin32LastError,
eWinSockLastError,
eDetailedPlatformErrorCount
} EDetailedPlatformErrorType;
typedef enum /* Filter elements returned by SteamFind{First,Next} */
{
eSteamFindLocalOnly, /* limit search to local filesystem */
eSteamFindRemoteOnly, /* limit search to remote repository */
eSteamFindAll /* do not limit search (duplicates allowed) */
} ESteamFindFilter;
/******************************************************************************
**
** Exported structure and complex type definitions.
**
******************************************************************************/
typedef struct
{
ESteamError eSteamError;
EDetailedPlatformErrorType eDetailedErrorType;
int nDetailedErrorCode;
char szDesc[STEAM_MAX_PATH];
} TSteamError;
typedef struct
{
int bIsDir; /* If non-zero, element is a directory; if zero, element is a file */
unsigned int uSizeOrCount; /* If element is a file, this contains size of file in bytes */
int bIsLocal; /* If non-zero, reported item is a standalone element on local filesystem */
char cszName[STEAM_MAX_PATH]; /* Base element name (no path) */
long lLastAccessTime; /* Seconds since 1/1/1970 (like time_t) when element was last accessed */
long lLastModificationTime; /* Seconds since 1/1/1970 (like time_t) when element was last modified */
long lCreationTime; /* Seconds since 1/1/1970 (like time_t) when element was created */
} TSteamElemInfo;
typedef struct
{
unsigned int uNumSubscriptions;
unsigned int uMaxNameChars;
unsigned int uMaxApps;
} TSteamSubscriptionStats;
typedef struct
{
unsigned int uNumApps;
unsigned int uMaxNameChars;
unsigned int uMaxInstallDirNameChars;
unsigned int uMaxVersionLabelChars;
unsigned int uMaxLaunchOptions;
unsigned int uMaxLaunchOptionDescChars;
unsigned int uMaxLaunchOptionCmdLineChars;
unsigned int uMaxNumIcons;
unsigned int uMaxIconSize;
unsigned int uMaxDependencies;
} TSteamAppStats;
typedef struct
{
char *szLabel;
unsigned int uMaxLabelChars;
unsigned int uVersionId;
int bIsNotAvailable;
} TSteamAppVersion;
typedef struct
{
char *szDesc;
unsigned int uMaxDescChars;
char *szCmdLine;
unsigned int uMaxCmdLineChars;
unsigned int uIndex;
unsigned int uIconIndex;
int bNoDesktopShortcut;
int bNoStartMenuShortcut;
int bIsLongRunningUnattended;
} TSteamAppLaunchOption;
typedef struct
{
char *szName;
unsigned int uMaxNameChars;
char *szLatestVersionLabel;
unsigned int uMaxLatestVersionLabelChars;
char *szCurrentVersionLabel;
unsigned int uMaxCurrentVersionLabelChars;
char *szInstallDirName;
unsigned int uMaxInstallDirNameChars;
unsigned int uId;
unsigned int uLatestVersionId;
unsigned int uCurrentVersionId;
unsigned int uMinCacheFileSizeMB;
unsigned int uMaxCacheFileSizeMB;
unsigned int uNumLaunchOptions;
unsigned int uNumIcons;
unsigned int uNumVersions;
unsigned int uNumDependencies;
} TSteamApp;
typedef enum
{
eNoCost = 0,
eBillOnceOnly = 1,
eBillMonthly = 2,
eProofOfPrepurchaseOnly = 3,
eGuestPass = 4,
eHardwarePromo = 5,
eNumBillingTypes,
} EBillingType;
typedef struct
{
char *szName;
unsigned int uMaxNameChars;
unsigned int *puAppIds;
unsigned int uMaxAppIds;
unsigned int uId;
unsigned int uNumApps;
EBillingType eBillingType;
unsigned int uCostInCents;
unsigned int uNumDiscounts;
int bIsPreorder;
int bRequiresShippingAddress;
unsigned int uDomesticShippingCostInCents;
unsigned int uInternationalShippingCostInCents;
bool bIsCyberCafeSubscription;
unsigned int uGameCode;
char szGameCodeDesc[STEAM_MAX_PATH];
bool bIsDisabled;
bool bRequiresCD;
unsigned int uTerritoryCode;
bool bIsSteam3Subscription;
} TSteamSubscription;
typedef struct
{
char szName[STEAM_MAX_PATH];
unsigned int uDiscountInCents;
unsigned int uNumQualifiers;
} TSteamSubscriptionDiscount;
typedef struct
{
char szName[STEAM_MAX_PATH];
unsigned int uRequiredSubscription;
int bIsDisqualifier;
} TSteamDiscountQualifier;
typedef struct TSteamProgress
{
int bValid; /* non-zero if call provides progress info */
unsigned int uPercentDone; /* 0 to 100 * STEAM_PROGRESS_PERCENT_SCALE if bValid */
char szProgress[STEAM_MAX_PATH]; /* additional progress info */
} TSteamProgress;
typedef enum
{
eSteamNotifyTicketsWillExpire,
eSteamNotifyAccountInfoChanged,
eSteamNotifyContentDescriptionChanged,
eSteamNotifyPleaseShutdown,
eSteamNotifyNewContentServer,
eSteamNotifySubscriptionStatusChanged,
eSteamNotifyContentServerConnectionLost,
eSteamNotifyCacheLoadingCompleted,
eSteamNotifyCacheNeedsDecryption,
eSteamNotifyCacheNeedsRepair
} ESteamNotificationCallbackEvent;
typedef void(*SteamNotificationCallback_t)(ESteamNotificationCallbackEvent eEvent, unsigned int nData);
typedef char SteamPersonalQuestion_t[ STEAM_QUESTION_MAXLEN + 1 ];
typedef struct
{
unsigned char uchSalt[STEAM_SALT_SIZE];
} SteamSalt_t;
typedef enum
{
eVisa = 1,
eMaster = 2,
eAmericanExpress = 3,
eDiscover = 4,
eDinnersClub = 5,
eJCB = 6
} ESteamPaymentCardType;
typedef struct
{
ESteamPaymentCardType eCardType;
char szCardNumber[ STEAM_CARD_NUMBER_SIZE +1 ];
char szCardHolderName[ STEAM_CARD_HOLDERNAME_SIZE + 1];
char szCardExpYear[ STEAM_CARD_EXPYEAR_SIZE + 1 ];
char szCardExpMonth[ STEAM_CARD_EXPMONTH_SIZE+ 1 ];
char szCardCVV2[ STEAM_CARD_CVV2_SIZE + 1 ];
char szBillingAddress1[ STEAM_BILLING_ADDRESS1_SIZE + 1 ];
char szBillingAddress2[ STEAM_BILLING_ADDRESS2_SIZE + 1 ];
char szBillingCity[ STEAM_BILLING_CITY_SIZE + 1 ];
char szBillingZip[ STEAM_BILLING_ZIP_SIZE + 1 ];
char szBillingState[ STEAM_BILLING_STATE_SIZE + 1 ];
char szBillingCountry[ STEAM_BILLING_COUNTRY_SIZE + 1 ];
char szBillingPhone[ STEAM_BILLING_PHONE_SIZE + 1 ];
char szBillingEmailAddress[ STEAM_BILLING_EMAIL_ADDRESS_SIZE + 1 ];
unsigned int uExpectedCostInCents;
unsigned int uExpectedTaxInCents;
/* If the TSteamSubscription says that shipping info is required, */
/* then the following fields must be filled out. */
/* If szShippingName is empty, then assumes so are the rest. */
char szShippingName[ STEAM_CARD_HOLDERNAME_SIZE + 1];
char szShippingAddress1[ STEAM_BILLING_ADDRESS1_SIZE + 1 ];
char szShippingAddress2[ STEAM_BILLING_ADDRESS2_SIZE + 1 ];
char szShippingCity[ STEAM_BILLING_CITY_SIZE + 1 ];
char szShippingZip[ STEAM_BILLING_ZIP_SIZE + 1 ];
char szShippingState[ STEAM_BILLING_STATE_SIZE + 1 ];
char szShippingCountry[ STEAM_BILLING_COUNTRY_SIZE + 1 ];
char szShippingPhone[ STEAM_BILLING_PHONE_SIZE + 1 ];
unsigned int uExpectedShippingCostInCents;
} TSteamPaymentCardInfo;
typedef struct
{
char szTypeOfProofOfPurchase[ STEAM_TYPE_OF_PROOF_OF_PURCHASE_SIZE + 1 ];
/* A ProofOfPurchase token is not necessarily a nul-terminated string; it may be binary data
(perhaps encrypted). Hence we need a length and an array of bytes. */
unsigned int uLengthOfBinaryProofOfPurchaseToken;
char cBinaryProofOfPurchaseToken[ STEAM_PROOF_OF_PURCHASE_TOKEN_SIZE + 1 ];
} TSteamPrepurchaseInfo;
typedef struct
{
char szAccountName[ STEAM_EXTERNAL_ACCOUNTNAME_SIZE + 1 ];
char szPassword[ STEAM_EXTERNAL_ACCOUNTPASSWORD_SIZE + 1 ];
} TSteamExternalBillingInfo;
typedef enum
{
ePaymentCardInfo = 1,
ePrepurchasedInfo = 2,
eAccountBillingInfo = 3,
eExternalBillingInfo = 4, /* indirect billing via ISP etc (not supported yet) */
ePaymentCardReceipt = 5,
ePrepurchaseReceipt = 6,
eEmptyReceipt = 7
} ESteamSubscriptionBillingInfoType;
typedef struct
{
ESteamSubscriptionBillingInfoType eBillingInfoType;
union {
TSteamPaymentCardInfo PaymentCardInfo;
TSteamPrepurchaseInfo PrepurchaseInfo;
TSteamExternalBillingInfo ExternalBillingInfo;
char bUseAccountBillingInfo;
};
} TSteamSubscriptionBillingInfo;
typedef enum
{
/* Subscribed */
eSteamSubscriptionOK = 0, /* Subscribed */
eSteamSubscriptionPending = 1, /* Awaiting transaction completion */
eSteamSubscriptionPreorder = 2, /* Is currently a pre-order */
eSteamSubscriptionPrepurchaseTransferred = 3, /* hop to this account */
/* Unusbscribed */
eSteamSubscriptionPrepurchaseInvalid = 4, /* Invalid cd-key */
eSteamSubscriptionPrepurchaseRejected = 5, /* hopped out / banned / etc */
eSteamSubscriptionPrepurchaseRevoked = 6, /* hop away from this account */
eSteamSubscriptionPaymentCardDeclined = 7, /* CC txn declined */
eSteamSubscriptionCancelledByUser = 8, /* Cancelled by client */
eSteamSubscriptionCancelledByVendor = 9, /* Cancelled by us */
eSteamSubscriptionPaymentCardUseLimit = 10, /* Card used too many times, potential fraud */
eSteamSubscriptionPaymentCardAlert = 11, /* Got a "pick up card" or the like from bank */
eSteamSubscriptionFailed = 12, /* Other Error in subscription data or transaction failed/lost */
eSteamSubscriptionPaymentCardAVSFailure = 13, /* Card failed Address Verification check */
eSteamSubscriptionPaymentCardInsufficientFunds = 14, /* Card failed due to insufficient funds */
eSteamSubscriptionRestrictedCountry = 15 /* The subscription is not available in the user's country */
} ESteamSubscriptionStatus;
typedef struct
{
ESteamPaymentCardType eCardType;
char szCardLastFourDigits[ 4 + 1 ];
char szCardHolderName[ STEAM_CARD_HOLDERNAME_SIZE + 1];
char szBillingAddress1[ STEAM_BILLING_ADDRESS1_SIZE + 1 ];
char szBillingAddress2[ STEAM_BILLING_ADDRESS2_SIZE + 1 ];
char szBillingCity[ STEAM_BILLING_CITY_SIZE + 1 ];
char szBillingZip[ STEAM_BILLING_ZIP_SIZE + 1 ];
char szBillingState[ STEAM_BILLING_STATE_SIZE + 1 ];
char szBillingCountry[ STEAM_BILLING_COUNTRY_SIZE + 1 ];
// The following are only available after the subscription leaves "pending" status
char szCardApprovalCode[ STEAM_BILLING_CARD_APPROVAL_CODE_SIZE + 1];
char szTransDate[ STEAM_BILLING_TRANS_DATE_SIZE + 1]; /* mm/dd/yy */
char szTransTime[ STEAM_BILLING_TRANS_TIME_SIZE + 1]; /* hh:mm:ss */
unsigned int uPriceWithoutTax;
unsigned int uTaxAmount;
unsigned int uShippingCost;
} TSteamPaymentCardReceiptInfo;
typedef struct
{
char szTypeOfProofOfPurchase[ STEAM_TYPE_OF_PROOF_OF_PURCHASE_SIZE + 1 ];
} TSteamPrepurchaseReceiptInfo;
typedef struct
{
ESteamSubscriptionStatus eStatus;
ESteamSubscriptionStatus ePreviousStatus;
ESteamSubscriptionBillingInfoType eReceiptInfoType;
char szConfirmationCode[ STEAM_BILLING_CONFIRMATION_CODE_SIZE + 1];
union {
TSteamPaymentCardReceiptInfo PaymentCardReceiptInfo;
TSteamPrepurchaseReceiptInfo PrepurchaseReceiptInfo;
};
} TSteamSubscriptionReceipt;
typedef enum
{
ePhysicalBytesReceivedThisSession = 1,
eAppReadyToLaunchStatus = 2,
eAppPreloadStatus = 3,
eAppEntireDepot = 4,
eCacheBytesPresent = 5
} ESteamAppUpdateStatsQueryType;
typedef struct
{
SteamUnsigned64_t uBytesTotal;
SteamUnsigned64_t uBytesPresent;
} TSteamUpdateStats;
typedef enum
{
eSteamUserAdministrator = 0x00000001, /* May subscribe, unsubscribe, etc */
eSteamUserDeveloper = 0x00000002, /* Steam or App developer */
eSteamUserCyberCafe = 0x00000004 /* CyberCafe, school, etc -- UI should ask for password */
/* before allowing logout, unsubscribe, etc */
} ESteamUserTypeFlags;
typedef enum
{
eSteamAccountStatusDefault = 0x00000000,
eSteamAccountStatusEmailVerified = 0x00000001,
/* Note: Mask value 0x2 is reserved for future use. (Some, but not all, public accounts already have this set.) */
eSteamAccountDisabled = 0x00000004
} ESteamAccountStatusBitFields ;
typedef enum
{
eSteamBootstrapperError = -1,
eSteamBootstrapperDontCheckForUpdate = 0,
eSteamBootstrapperCheckForUpdateAndRerun = 7
} ESteamBootStrapperClientAppResult;
typedef enum
{
eSteamOnline = 0,
eSteamOffline = 1,
eSteamNoAuthMode = 2,
eSteamBillingOffline = 3
} eSteamOfflineStatus;
typedef struct
{
int eOfflineNow;
int eOfflineNextSession;
} TSteamOfflineStatus;
typedef struct
{
unsigned int uAppId;
int bIsSystemDefined;
char szMountPath[STEAM_MAX_PATH];
} TSteamAppDependencyInfo;
typedef enum
{
eSteamOpenFileRegular = 0x0,
eSteamOpenFileIgnoreLocal = 0x1,
eSteamOpenFileChecksumReads = 0x2
} ESteamOpenFileFlags;
typedef enum
{
eSteamValveCDKeyValidationServer = 0,
eSteamHalfLifeMasterServer = 1,
eSteamFriendsServer = 2,
eSteamCSERServer = 3,
eSteamHalfLife2MasterServer = 4,
eSteamRDKFMasterServer = 5,
eMaxServerTypes = 6
} ESteamServerType;
/******************************************************************************
**
** More exported constants
**
******************************************************************************/
#ifdef __cplusplus
const SteamHandle_t STEAM_INVALID_HANDLE = 0;
const SteamCallHandle_t STEAM_INVALID_CALL_HANDLE = 0;
const SteamUserIDTicketValidationHandle_t STEAM_INACTIVE_USERIDTICKET_VALIDATION_HANDLE = 0;
const unsigned int STEAM_USE_LATEST_VERSION = 0xFFFFFFFF;
#else
#define STEAM_INVALID_HANDLE ((SteamHandle_t)(0))
#define STEAM_INVALID_CALL_HANDLE ((SteamCallHandle_t)(0))
#define STEAM_INACTIVE_USERIDTICKET_VALIDATION_HANDLE ((SteamUserIDTicketValidationHandle_t)(0))
#define STEAM_USE_LATEST_VERSION (0xFFFFFFFFu);
#endif
/******************************************************************************
** Each Steam instance (licensed Steam Service Provider) has a unique SteamInstanceID_t.
**
** Each Steam instance as its own DB of users.
** Each user in the DB has a unique SteamLocalUserID_t (a serial number, with possible
** rare gaps in the sequence).
**
******************************************************************************/
typedef unsigned short SteamInstanceID_t; // MUST be 16 bits
#if defined ( _WIN32 )
typedef unsigned __int64 SteamLocalUserID_t; // MUST be 64 bits
#else
typedef unsigned long long SteamLocalUserID_t; // MUST be 64 bits
#endif
/******************************************************************************
**
** Applications need to be able to authenticate Steam users from ANY instance.
** So a SteamIDTicket contains SteamGlobalUserID, which is a unique combination of
** instance and user id.
**
** SteamLocalUserID is an unsigned 64-bit integer.
** For platforms without 64-bit int support, we provide access via a union that splits it into
** high and low unsigned 32-bit ints. Such platforms will only need to compare LocalUserIDs
** for equivalence anyway - not perform arithmetic with them.
**
********************************************************************************/
typedef struct
{
unsigned int Low32bits;
unsigned int High32bits;
} TSteamSplitLocalUserID;
typedef struct
{
SteamInstanceID_t m_SteamInstanceID;
union
{
SteamLocalUserID_t As64bits;
TSteamSplitLocalUserID Split;
} m_SteamLocalUserID;
} TSteamGlobalUserID;
#ifdef __cplusplus
}
#endif
#endif

62
common/beamdef.h Normal file
View File

@ -0,0 +1,62 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined ( BEAMDEFH )
#define BEAMDEFH
#ifdef _WIN32
#pragma once
#endif
#define FBEAM_STARTENTITY 0x00000001
#define FBEAM_ENDENTITY 0x00000002
#define FBEAM_FADEIN 0x00000004
#define FBEAM_FADEOUT 0x00000008
#define FBEAM_SINENOISE 0x00000010
#define FBEAM_SOLID 0x00000020
#define FBEAM_SHADEIN 0x00000040
#define FBEAM_SHADEOUT 0x00000080
#define FBEAM_STARTVISIBLE 0x10000000 // Has this client actually seen this beam's start entity yet?
#define FBEAM_ENDVISIBLE 0x20000000 // Has this client actually seen this beam's end entity yet?
#define FBEAM_ISACTIVE 0x40000000
#define FBEAM_FOREVER 0x80000000
typedef struct beam_s BEAM;
struct beam_s
{
BEAM *next;
int type;
int flags;
vec3_t source;
vec3_t target;
vec3_t delta;
float t; // 0 .. 1 over lifetime of beam
float freq;
float die;
float width;
float amplitude;
float r, g, b;
float brightness;
float speed;
float frameRate;
float frame;
int segments;
int startEntity;
int endEntity;
int modelIndex;
int frameCount;
struct model_s *pFollowModel;
struct particle_s *particles;
};
#endif

115
common/cl_entity.h Normal file
View File

@ -0,0 +1,115 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// cl_entity.h
#if !defined( CL_ENTITYH )
#define CL_ENTITYH
#ifdef _WIN32
#pragma once
#endif
typedef struct efrag_s
{
struct mleaf_s *leaf;
struct efrag_s *leafnext;
struct cl_entity_s *entity;
struct efrag_s *entnext;
} efrag_t;
typedef struct
{
byte mouthopen; // 0 = mouth closed, 255 = mouth agape
byte sndcount; // counter for running average
int sndavg; // running average
} mouth_t;
typedef struct
{
float prevanimtime;
float sequencetime;
byte prevseqblending[2];
vec3_t prevorigin;
vec3_t prevangles;
int prevsequence;
float prevframe;
byte prevcontroller[4];
byte prevblending[2];
} latchedvars_t;
typedef struct
{
// Time stamp for this movement
float animtime;
vec3_t origin;
vec3_t angles;
} position_history_t;
typedef struct cl_entity_s cl_entity_t;
#define HISTORY_MAX 64 // Must be power of 2
#define HISTORY_MASK ( HISTORY_MAX - 1 )
#if !defined( ENTITY_STATEH )
#include "entity_state.h"
#endif
#if !defined( PROGS_H )
#include "progs.h"
#endif
struct cl_entity_s
{
int index; // Index into cl_entities ( should match actual slot, but not necessarily )
qboolean player; // True if this entity is a "player"
entity_state_t baseline; // The original state from which to delta during an uncompressed message
entity_state_t prevstate; // The state information from the penultimate message received from the server
entity_state_t curstate; // The state information from the last message received from server
int current_position; // Last received history update index
position_history_t ph[ HISTORY_MAX ]; // History of position and angle updates for this player
mouth_t mouth; // For synchronizing mouth movements.
latchedvars_t latched; // Variables used by studio model rendering routines
// Information based on interplocation, extrapolation, prediction, or just copied from last msg received.
//
float lastmove;
// Actual render position and angles
vec3_t origin;
vec3_t angles;
// Attachment points
vec3_t attachment[4];
// Other entity local information
int trivial_accept;
struct model_s *model; // cl.model_precache[ curstate.modelindes ]; all visible entities have a model
struct efrag_s *efrag; // linked list of efrags
struct mnode_s *topnode; // for bmodels, first world node that splits bmodel, or NULL if not split
float syncbase; // for client-side animations -- used by obsolete alias animation system, remove?
int visframe; // last frame this entity was found in an active leaf
colorVec cvFloorColor;
};
#endif // !CL_ENTITYH

340
common/com_model.h Normal file
View File

@ -0,0 +1,340 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// com_model.h
#pragma once
#define STUDIO_RENDER 1
#define STUDIO_EVENTS 2
//#define MAX_MODEL_NAME 64
//#define MAX_MAP_HULLS 4
//#define MIPLEVELS 4
//#define NUM_AMBIENTS 4 // automatic ambient sounds
//#define MAXLIGHTMAPS 4
#define PLANE_ANYZ 5
#define ALIAS_Z_CLIP_PLANE 5
// flags in finalvert_t.flags
#define ALIAS_LEFT_CLIP 0x0001
#define ALIAS_TOP_CLIP 0x0002
#define ALIAS_RIGHT_CLIP 0x0004
#define ALIAS_BOTTOM_CLIP 0x0008
#define ALIAS_Z_CLIP 0x0010
#define ALIAS_ONSEAM 0x0020
#define ALIAS_XY_CLIP_MASK 0x000F
#define ZISCALE ((float)0x8000)
#define CACHE_SIZE 32 // used to align key data structures
//typedef enum
//{
// mod_brush,
// mod_sprite,
// mod_alias,
// mod_studio
//} modtype_t;
// must match definition in modelgen.h
//#ifndef SYNCTYPE_T
//#define SYNCTYPE_T
//
//typedef enum
//{
// ST_SYNC=0,
// ST_RAND
//} synctype_t;
//
//#endif
//typedef struct
//{
// float mins[3], maxs[3];
// float origin[3];
// int headnode[MAX_MAP_HULLS];
// int visleafs; // not including the solid leaf 0
// int firstface, numfaces;
//} dmodel_t;
// plane_t structure
//typedef struct mplane_s
//{
// vec3_t normal; // surface normal
// float dist; // closest appoach to origin
// byte type; // for texture axis selection and fast side tests
// byte signbits; // signx + signy<<1 + signz<<1
// byte pad[2];
//} mplane_t;
//typedef struct
//{
// vec3_t position;
//} mvertex_t;
//typedef struct
//{
// unsigned short v[2];
// unsigned int cachededgeoffset;
//} medge_t;
//typedef struct texture_s
//{
// char name[16];
// unsigned width, height;
// int anim_total; // total tenths in sequence ( 0 = no)
// int anim_min, anim_max; // time for this frame min <=time< max
// struct texture_s *anim_next; // in the animation sequence
// struct texture_s *alternate_anims; // bmodels in frame 1 use these
// unsigned offsets[MIPLEVELS]; // four mip maps stored
// unsigned paloffset;
//} texture_t;
//typedef struct
//{
// float vecs[2][4]; // [s/t] unit vectors in world space.
// // [i][3] is the s/t offset relative to the origin.
// // s or t = dot(3Dpoint,vecs[i])+vecs[i][3]
// float mipadjust; // ?? mipmap limits for very small surfaces
// texture_t *texture;
// int flags; // sky or slime, no lightmap or 256 subdivision
//} mtexinfo_t;
//typedef struct mnode_s
//{
// // common with leaf
// int contents; // 0, to differentiate from leafs
// int visframe; // node needs to be traversed if current
//
// short minmaxs[6]; // for bounding box culling
//
// struct mnode_s *parent;
//
// // node specific
// mplane_t *plane;
// struct mnode_s *children[2];
//
// unsigned short firstsurface;
// unsigned short numsurfaces;
//} mnode_t;
//typedef struct msurface_s msurface_t;
//typedef struct decal_s decal_t;
// JAY: Compress this as much as possible
//struct decal_s
//{
// decal_t *pnext; // linked list for each surface
// msurface_t *psurface; // Surface id for persistence / unlinking
// short dx; // Offsets into surface texture (in texture coordinates, so we don't need floats)
// short dy;
// short texture; // Decal texture
// byte scale; // Pixel scale
// byte flags; // Decal flags
//
// short entityIndex; // Entity this is attached to
//};
//typedef struct mleaf_s
//{
// // common with node
// int contents; // wil be a negative contents number
// int visframe; // node needs to be traversed if current
//
// short minmaxs[6]; // for bounding box culling
//
// struct mnode_s *parent;
//
// // leaf specific
// byte *compressed_vis;
// struct efrag_s *efrags;
//
// msurface_t **firstmarksurface;
// int nummarksurfaces;
// int key; // BSP sequence number for leaf's contents
// byte ambient_sound_level[NUM_AMBIENTS];
//} mleaf_t;
//struct msurface_s
//{
// int visframe; // should be drawn when node is crossed
//
// int dlightframe; // last frame the surface was checked by an animated light
// int dlightbits; // dynamically generated. Indicates if the surface illumination
// // is modified by an animated light.
//
// mplane_t *plane; // pointer to shared plane
// int flags; // see SURF_ #defines
//
// int firstedge; // look up in model->surfedges[], negative numbers
// int numedges; // are backwards edges
//
// // surface generation data
// struct surfcache_s *cachespots[MIPLEVELS];
//
// short texturemins[2]; // smallest s/t position on the surface.
// short extents[2]; // ?? s/t texture size, 1..256 for all non-sky surfaces
//
// mtexinfo_t *texinfo;
//
// // lighting info
// byte styles[MAXLIGHTMAPS]; // index into d_lightstylevalue[] for animated lights
// // no one surface can be effected by more than 4
// // animated lights.
// color24 *samples;
//
// decal_t *pdecals;
//};
//typedef struct
//{
// int planenum;
// short children[2]; // negative numbers are contents
//} dclipnode_t;
//typedef struct hull_s
//{
// dclipnode_t *clipnodes;
// mplane_t *planes;
// int firstclipnode;
// int lastclipnode;
// vec3_t clip_mins;
// vec3_t clip_maxs;
//} hull_t;
typedef struct cache_user_s
{
void *data;
} cache_user_t;
//typedef struct model_s
//{
// char name[ MAX_MODEL_NAME ];
// qboolean needload; // bmodels and sprites don't cache normally
//
// modtype_t type;
// int numframes;
// synctype_t synctype;
//
// int flags;
//
// //
// // volume occupied by the model
// //
// vec3_t mins, maxs;
// float radius;
//
// //
// // brush model
// //
// int firstmodelsurface, nummodelsurfaces;
//
// int numsubmodels;
// dmodel_t *submodels;
//
// int numplanes;
// mplane_t *planes;
//
// int numleafs; // number of visible leafs, not counting 0
// struct mleaf_s *leafs;
//
// int numvertexes;
// mvertex_t *vertexes;
//
// int numedges;
// medge_t *edges;
//
// int numnodes;
// mnode_t *nodes;
//
// int numtexinfo;
// mtexinfo_t *texinfo;
//
// int numsurfaces;
// msurface_t *surfaces;
//
// int numsurfedges;
// int *surfedges;
//
// int numclipnodes;
// dclipnode_t *clipnodes;
//
// int nummarksurfaces;
// msurface_t **marksurfaces;
//
// hull_t hulls[MAX_MAP_HULLS];
//
// int numtextures;
// texture_t **textures;
//
// byte *visdata;
//
// color24 *lightdata;
//
// char *entities;
//
// //
// // additional model data
// //
// cache_user_t cache; // only access through Mod_Extradata
//
//} model_t;
//typedef vec_t vec4_t[4];
typedef struct alight_s
{
int ambientlight; // clip at 128
int shadelight; // clip at 192 - ambientlight
vec3_t color;
float *plightvec;
} alight_t;
typedef struct auxvert_s
{
float fv[3]; // viewspace x, y
} auxvert_t;
#include "custom.h"
//#define MAX_SCOREBOARDNAME 32
// Defined in client.h differently
//typedef struct player_info_s
//{
// // User id on server
// int userid;
//
// // User info string
// char userinfo[ MAX_INFO_STRING ];
//
// // Name
// char name[ MAX_SCOREBOARDNAME ];
//
// // Spectator or not, unused
// int spectator;
//
// int ping;
// int packet_loss;
//
// // skin information
// char model[MAX_QPATH];
// int topcolor;
// int bottomcolor;
//
// // last frame rendered
// int renderframe;
//
// // Gait frame estimation
// int gaitsequence;
// float gaitframe;
// float gaityaw;
// vec3_t prevgaitorigin;
//
// customization_t customdata;
//} player_info_t;

38
common/con_nprint.h Normal file
View File

@ -0,0 +1,38 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( CON_NPRINTH )
#define CON_NPRINTH
#ifdef _WIN32
#pragma once
#endif
#ifdef __cplusplus
extern "C" {
#endif
typedef struct con_nprint_s
{
int index; // Row #
float time_to_live; // # of seconds before it dissappears
float color[ 3 ]; // RGB colors ( 0.0 -> 1.0 scale )
} con_nprint_t;
void Con_NPrintf( int idx, const char *fmt, ... );
void Con_NXPrintf( struct con_nprint_s *info, const char *fmt, ... );
#ifdef __cplusplus
}
#endif
#endif

806
common/const.h Normal file
View File

@ -0,0 +1,806 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef CONST_H
#define CONST_H
#ifdef _WIN32
#pragma once
#endif
// Max # of clients allowed in a server.
#define MAX_CLIENTS 32
// How many bits to use to encode an edict.
#define MAX_EDICT_BITS 11 // # of bits needed to represent max edicts
// Max # of edicts in a level (2048)
#define MAX_EDICTS (1<<MAX_EDICT_BITS)
// How many data slots to use when in multiplayer (must be power of 2)
#define MULTIPLAYER_BACKUP 64
// Same for single player
#define SINGLEPLAYER_BACKUP 8
//
// Constants shared by the engine and dlls
// This header file included by engine files and DLL files.
// Most came from server.h
// edict->flags
#define FL_FLY (1<<0) // Changes the SV_Movestep() behavior to not need to be on ground
#define FL_SWIM (1<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
#define FL_CONVEYOR (1<<2)
#define FL_CLIENT (1<<3)
#define FL_INWATER (1<<4)
#define FL_MONSTER (1<<5)
#define FL_GODMODE (1<<6)
#define FL_NOTARGET (1<<7)
#define FL_SKIPLOCALHOST (1<<8) // Don't send entity to local host, it's predicting this entity itself
#define FL_ONGROUND (1<<9) // At rest / on the ground
#define FL_PARTIALGROUND (1<<10) // not all corners are valid
#define FL_WATERJUMP (1<<11) // player jumping out of water
#define FL_FROZEN (1<<12) // Player is frozen for 3rd person camera
#define FL_FAKECLIENT (1<<13) // JAC: fake client, simulated server side; don't send network messages to them
#define FL_DUCKING (1<<14) // Player flag -- Player is fully crouched
#define FL_FLOAT (1<<15) // Apply floating force to this entity when in water
#define FL_GRAPHED (1<<16) // worldgraph has this ent listed as something that blocks a connection
// UNDONE: Do we need these?
#define FL_IMMUNE_WATER (1<<17)
#define FL_IMMUNE_SLIME (1<<18)
#define FL_IMMUNE_LAVA (1<<19)
#define FL_PROXY (1<<20) // This is a spectator proxy
#define FL_ALWAYSTHINK (1<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)
#define FL_BASEVELOCITY (1<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum)
#define FL_MONSTERCLIP (1<<23) // Only collide in with monsters who have FL_MONSTERCLIP set
#define FL_ONTRAIN (1<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
#define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
#define FL_SPECTATOR (1<<26) // This client is a spectator, don't run touch functions, etc.
#define FL_CUSTOMENTITY (1<<29) // This is a custom entity
#define FL_KILLME (1<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time
#define FL_DORMANT (1<<31) // Entity is dormant, no updates to client
// SV_EmitSound2 flags
#define SND_EMIT2_NOPAS (1<<0) // never to do check PAS
#define SND_EMIT2_INVOKER (1<<1) // do not send to the client invoker
// Engine edict->spawnflags
#define SF_NOTINDEATHMATCH 0x0800 // Do not spawn when deathmatch and loading entities from a file
// Goes into globalvars_t.trace_flags
#define FTRACE_SIMPLEBOX (1<<0) // Traceline with a simple box
// walkmove modes
#define WALKMOVE_NORMAL 0 // normal walkmove
#define WALKMOVE_WORLDONLY 1 // doesn't hit ANY entities, no matter what the solid type
#define WALKMOVE_CHECKONLY 2 // move, but don't touch triggers
// edict->movetype values
#define MOVETYPE_NONE 0 // never moves
//#define MOVETYPE_ANGLENOCLIP 1
//#define MOVETYPE_ANGLECLIP 2
#define MOVETYPE_WALK 3 // Player only - moving on the ground
#define MOVETYPE_STEP 4 // gravity, special edge handling -- monsters use this
#define MOVETYPE_FLY 5 // No gravity, but still collides with stuff
#define MOVETYPE_TOSS 6 // gravity/collisions
#define MOVETYPE_PUSH 7 // no clip to world, push and crush
#define MOVETYPE_NOCLIP 8 // No gravity, no collisions, still do velocity/avelocity
#define MOVETYPE_FLYMISSILE 9 // extra size to monsters
#define MOVETYPE_BOUNCE 10 // Just like Toss, but reflect velocity when contacting surfaces
#define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
#define MOVETYPE_FOLLOW 12 // track movement of aiment
#define MOVETYPE_PUSHSTEP 13 // BSP model that needs physics/world collisions (uses nearest hull for world collision)
// edict->solid values
// NOTE: Some movetypes will cause collisions independent of SOLID_NOT/SOLID_TRIGGER when the entity moves
// SOLID only effects OTHER entities colliding with this one when they move - UGH!
#define SOLID_NOT 0 // no interaction with other objects
#define SOLID_TRIGGER 1 // touch on edge, but not blocking
#define SOLID_BBOX 2 // touch on edge, block
#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
#define SOLID_BSP 4 // bsp clip, touch on edge, block
// edict->deadflag values
#define DEAD_NO 0 // alive
#define DEAD_DYING 1 // playing death animation or still falling off of a ledge waiting to hit ground
#define DEAD_DEAD 2 // dead. lying still.
#define DEAD_RESPAWNABLE 3
#define DEAD_DISCARDBODY 4
#define DAMAGE_NO 0
#define DAMAGE_YES 1
#define DAMAGE_AIM 2
// entity effects
#define EF_BRIGHTFIELD 1 // swirling cloud of particles
#define EF_MUZZLEFLASH 2 // single frame ELIGHT on entity attachment 0
#define EF_BRIGHTLIGHT 4 // DLIGHT centered at entity origin
#define EF_DIMLIGHT 8 // player flashlight
#define EF_INVLIGHT 16 // get lighting from ceiling
#define EF_NOINTERP 32 // don't interpolate the next frame
#define EF_LIGHT 64 // rocket flare glow sprite
#define EF_NODRAW 128 // don't draw entity
#define EF_NIGHTVISION 256 // player nightvision
#define EF_SNIPERLASER 512 // sniper laser effect
#define EF_FIBERCAMERA 1024// fiber camera
// entity flags
#define EFLAG_SLERP 1 // do studio interpolation of this entity
//
// temp entity events
//
#define TE_BEAMPOINTS 0 // beam effect between two points
// coord coord coord (start position)
// coord coord coord (end position)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
#define TE_BEAMENTPOINT 1 // beam effect between point and entity
// short (start entity)
// coord coord coord (end position)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
#define TE_GUNSHOT 2 // particle effect plus ricochet sound
// coord coord coord (position)
#define TE_EXPLOSION 3 // additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps
// coord coord coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (framerate)
// byte (flags)
//
// The Explosion effect has some flags to control performance/aesthetic features:
#define TE_EXPLFLAG_NONE 0 // all flags clear makes default Half-Life explosion
#define TE_EXPLFLAG_NOADDITIVE 1 // sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite)
#define TE_EXPLFLAG_NODLIGHTS 2 // do not render dynamic lights
#define TE_EXPLFLAG_NOSOUND 4 // do not play client explosion sound
#define TE_EXPLFLAG_NOPARTICLES 8 // do not draw particles
#define TE_TAREXPLOSION 4 // Quake1 "tarbaby" explosion with sound
// coord coord coord (position)
#define TE_SMOKE 5 // alphablend sprite, move vertically 30 pps
// coord coord coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (framerate)
#define TE_TRACER 6 // tracer effect from point to point
// coord, coord, coord (start)
// coord, coord, coord (end)
#define TE_LIGHTNING 7 // TE_BEAMPOINTS with simplified parameters
// coord, coord, coord (start)
// coord, coord, coord (end)
// byte (life in 0.1's)
// byte (width in 0.1's)
// byte (amplitude in 0.01's)
// short (sprite model index)
#define TE_BEAMENTS 8
// short (start entity)
// short (end entity)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
#define TE_SPARKS 9 // 8 random tracers with gravity, ricochet sprite
// coord coord coord (position)
#define TE_LAVASPLASH 10 // Quake1 lava splash
// coord coord coord (position)
#define TE_TELEPORT 11 // Quake1 teleport splash
// coord coord coord (position)
#define TE_EXPLOSION2 12 // Quake1 colormaped (base palette) particle explosion with sound
// coord coord coord (position)
// byte (starting color)
// byte (num colors)
#define TE_BSPDECAL 13 // Decal from the .BSP file
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// short (texture index of precached decal texture name)
// short (entity index)
// [optional - only included if previous short is non-zero (not the world)] short (index of model of above entity)
#define TE_IMPLOSION 14 // tracers moving toward a point
// coord, coord, coord (position)
// byte (radius)
// byte (count)
// byte (life in 0.1's)
#define TE_SPRITETRAIL 15 // line of moving glow sprites with gravity, fadeout, and collisions
// coord, coord, coord (start)
// coord, coord, coord (end)
// short (sprite index)
// byte (count)
// byte (life in 0.1's)
// byte (scale in 0.1's)
// byte (velocity along vector in 10's)
// byte (randomness of velocity in 10's)
#define TE_BEAM 16 // obsolete
#define TE_SPRITE 17 // additive sprite, plays 1 cycle
// coord, coord, coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (brightness)
#define TE_BEAMSPRITE 18 // A beam with a sprite at the end
// coord, coord, coord (start position)
// coord, coord, coord (end position)
// short (beam sprite index)
// short (end sprite index)
#define TE_BEAMTORUS 19 // screen aligned beam ring, expands to max radius over lifetime
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
#define TE_BEAMDISK 20 // disk that expands to max radius over lifetime
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
#define TE_BEAMCYLINDER 21 // cylinder that expands to max radius over lifetime
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
#define TE_BEAMFOLLOW 22 // create a line of decaying beam segments until entity stops moving
// short (entity:attachment to follow)
// short (sprite index)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte,byte,byte (color)
// byte (brightness)
#define TE_GLOWSPRITE 23
// coord, coord, coord (pos) short (model index) byte (scale / 10)
#define TE_BEAMRING 24 // connect a beam ring to two entities
// short (start entity)
// short (end entity)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
#define TE_STREAK_SPLASH 25 // oriented shower of tracers
// coord coord coord (start position)
// coord coord coord (direction vector)
// byte (color)
// short (count)
// short (base speed)
// short (ramdon velocity)
#define TE_BEAMHOSE 26 // obsolete
#define TE_DLIGHT 27 // dynamic light, effect world, minor entity effect
// coord, coord, coord (pos)
// byte (radius in 10's)
// byte byte byte (color)
// byte (brightness)
// byte (life in 10's)
// byte (decay rate in 10's)
#define TE_ELIGHT 28 // point entity light, no world effect
// short (entity:attachment to follow)
// coord coord coord (initial position)
// coord (radius)
// byte byte byte (color)
// byte (life in 0.1's)
// coord (decay rate)
#define TE_TEXTMESSAGE 29
// short 1.2.13 x (-1 = center)
// short 1.2.13 y (-1 = center)
// byte Effect 0 = fade in/fade out
// 1 is flickery credits
// 2 is write out (training room)
// 4 bytes r,g,b,a color1 (text color)
// 4 bytes r,g,b,a color2 (effect color)
// ushort 8.8 fadein time
// ushort 8.8 fadeout time
// ushort 8.8 hold time
// optional ushort 8.8 fxtime (time the highlight lags behing the leading text in effect 2)
// string text message (512 chars max sz string)
#define TE_LINE 30
// coord, coord, coord startpos
// coord, coord, coord endpos
// short life in 0.1 s
// 3 bytes r, g, b
#define TE_BOX 31
// coord, coord, coord boxmins
// coord, coord, coord boxmaxs
// short life in 0.1 s
// 3 bytes r, g, b
#define TE_KILLBEAM 99 // kill all beams attached to entity
// short (entity)
#define TE_LARGEFUNNEL 100
// coord coord coord (funnel position)
// short (sprite index)
// short (flags)
#define TE_BLOODSTREAM 101 // particle spray
// coord coord coord (start position)
// coord coord coord (spray vector)
// byte (color)
// byte (speed)
#define TE_SHOWLINE 102 // line of particles every 5 units, dies in 30 seconds
// coord coord coord (start position)
// coord coord coord (end position)
#define TE_BLOOD 103 // particle spray
// coord coord coord (start position)
// coord coord coord (spray vector)
// byte (color)
// byte (speed)
#define TE_DECAL 104 // Decal applied to a brush entity (not the world)
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name)
// short (entity index)
#define TE_FIZZ 105 // create alpha sprites inside of entity, float upwards
// short (entity)
// short (sprite index)
// byte (density)
#define TE_MODEL 106 // create a moving model that bounces and makes a sound when it hits
// coord, coord, coord (position)
// coord, coord, coord (velocity)
// angle (initial yaw)
// short (model index)
// byte (bounce sound type)
// byte (life in 0.1's)
#define TE_EXPLODEMODEL 107 // spherical shower of models, picks from set
// coord, coord, coord (origin)
// coord (velocity)
// short (model index)
// short (count)
// byte (life in 0.1's)
#define TE_BREAKMODEL 108 // box of models or sprites
// coord, coord, coord (position)
// coord, coord, coord (size)
// coord, coord, coord (velocity)
// byte (random velocity in 10's)
// short (sprite or model index)
// byte (count)
// byte (life in 0.1 secs)
// byte (flags)
#define TE_GUNSHOTDECAL 109 // decal and ricochet sound
// coord, coord, coord (position)
// short (entity index???)
// byte (decal???)
#define TE_SPRITE_SPRAY 110 // spay of alpha sprites
// coord, coord, coord (position)
// coord, coord, coord (velocity)
// short (sprite index)
// byte (count)
// byte (speed)
// byte (noise)
#define TE_ARMOR_RICOCHET 111 // quick spark sprite, client ricochet sound.
// coord, coord, coord (position)
// byte (scale in 0.1's)
#define TE_PLAYERDECAL 112 // ???
// byte (playerindex)
// coord, coord, coord (position)
// short (entity???)
// byte (decal number???)
// [optional] short (model index???)
#define TE_BUBBLES 113 // create alpha sprites inside of box, float upwards
// coord, coord, coord (min start position)
// coord, coord, coord (max start position)
// coord (float height)
// short (model index)
// byte (count)
// coord (speed)
#define TE_BUBBLETRAIL 114 // create alpha sprites along a line, float upwards
// coord, coord, coord (min start position)
// coord, coord, coord (max start position)
// coord (float height)
// short (model index)
// byte (count)
// coord (speed)
#define TE_BLOODSPRITE 115 // spray of opaque sprite1's that fall, single sprite2 for 1..2 secs (this is a high-priority tent)
// coord, coord, coord (position)
// short (sprite1 index)
// short (sprite2 index)
// byte (color)
// byte (scale)
#define TE_WORLDDECAL 116 // Decal applied to the world brush
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name)
#define TE_WORLDDECALHIGH 117 // Decal (with texture index > 256) applied to world brush
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name - 256)
#define TE_DECALHIGH 118 // Same as TE_DECAL, but the texture index was greater than 256
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name - 256)
// short (entity index)
#define TE_PROJECTILE 119 // Makes a projectile (like a nail) (this is a high-priority tent)
// coord, coord, coord (position)
// coord, coord, coord (velocity)
// short (modelindex)
// byte (life)
// byte (owner) projectile won't collide with owner (if owner == 0, projectile will hit any client).
#define TE_SPRAY 120 // Throws a shower of sprites or models
// coord, coord, coord (position)
// coord, coord, coord (direction)
// short (modelindex)
// byte (count)
// byte (speed)
// byte (noise)
// byte (rendermode)
#define TE_PLAYERSPRITES 121 // sprites emit from a player's bounding box (ONLY use for players!)
// byte (playernum)
// short (sprite modelindex)
// byte (count)
// byte (variance) (0 = no variance in size) (10 = 10% variance in size)
#define TE_PARTICLEBURST 122 // very similar to lavasplash.
// coord (origin)
// short (radius)
// byte (particle color)
// byte (duration * 10) (will be randomized a bit)
#define TE_FIREFIELD 123 // makes a field of fire.
// coord (origin)
// short (radius) (fire is made in a square around origin. -radius, -radius to radius, radius)
// short (modelindex)
// byte (count)
// byte (flags)
// byte (duration (in seconds) * 10) (will be randomized a bit)
//
// to keep network traffic low, this message has associated flags that fit into a byte:
#define TEFIRE_FLAG_ALLFLOAT 1 // all sprites will drift upwards as they animate
#define TEFIRE_FLAG_SOMEFLOAT 2 // some of the sprites will drift upwards. (50% chance)
#define TEFIRE_FLAG_LOOP 4 // if set, sprite plays at 15 fps, otherwise plays at whatever rate stretches the animation over the sprite's duration.
#define TEFIRE_FLAG_ALPHA 8 // if set, sprite is rendered alpha blended at 50% else, opaque
#define TEFIRE_FLAG_PLANAR 16 // if set, all fire sprites have same initial Z instead of randomly filling a cube.
#define TEFIRE_FLAG_ADDITIVE 32 // if set, sprite is rendered non-opaque with additive
#define TE_PLAYERATTACHMENT 124 // attaches a TENT to a player (this is a high-priority tent)
// byte (entity index of player)
// coord (vertical offset) ( attachment origin.z = player origin.z + vertical offset )
// short (model index)
// short (life * 10 );
#define TE_KILLPLAYERATTACHMENTS 125 // will expire all TENTS attached to a player.
// byte (entity index of player)
#define TE_MULTIGUNSHOT 126 // much more compact shotgun message
// This message is used to make a client approximate a 'spray' of gunfire.
// Any weapon that fires more than one bullet per frame and fires in a bit of a spread is
// a good candidate for MULTIGUNSHOT use. (shotguns)
//
// NOTE: This effect makes the client do traces for each bullet, these client traces ignore
// entities that have studio models.Traces are 4096 long.
//
// coord (origin)
// coord (origin)
// coord (origin)
// coord (direction)
// coord (direction)
// coord (direction)
// coord (x noise * 100)
// coord (y noise * 100)
// byte (count)
// byte (bullethole decal texture index)
#define TE_USERTRACER 127 // larger message than the standard tracer, but allows some customization.
// coord (origin)
// coord (origin)
// coord (origin)
// coord (velocity)
// coord (velocity)
// coord (velocity)
// byte ( life * 10 )
// byte ( color ) this is an index into an array of color vectors in the engine. (0 - )
// byte ( length * 10 )
#define MSG_BROADCAST 0 // unreliable to all
#define MSG_ONE 1 // reliable to one (msg_entity)
#define MSG_ALL 2 // reliable to all
#define MSG_INIT 3 // write to the init string
#define MSG_PVS 4 // Ents in PVS of org
#define MSG_PAS 5 // Ents in PAS of org
#define MSG_PVS_R 6 // Reliable to PVS
#define MSG_PAS_R 7 // Reliable to PAS
#define MSG_ONE_UNRELIABLE 8 // Send to one client, but don't put in reliable stream, put in unreliable datagram ( could be dropped )
#define MSG_SPEC 9 // Sends to all spectator proxies
// contents of a spot in the world
#define CONTENTS_EMPTY -1
#define CONTENTS_SOLID -2
#define CONTENTS_WATER -3
#define CONTENTS_SLIME -4
#define CONTENTS_LAVA -5
#define CONTENTS_SKY -6
/* These additional contents constants are defined in bspfile.h
#define CONTENTS_ORIGIN -7 // removed at csg time
#define CONTENTS_CLIP -8 // changed to contents_solid
#define CONTENTS_CURRENT_0 -9
#define CONTENTS_CURRENT_90 -10
#define CONTENTS_CURRENT_180 -11
#define CONTENTS_CURRENT_270 -12
#define CONTENTS_CURRENT_UP -13
#define CONTENTS_CURRENT_DOWN -14
#define CONTENTS_TRANSLUCENT -15
*/
#define CONTENTS_LADDER -16
#define CONTENT_FLYFIELD -17
#define CONTENT_GRAVITY_FLYFIELD -18
#define CONTENT_FOG -19
#define CONTENT_EMPTY -1
#define CONTENT_SOLID -2
#define CONTENT_WATER -3
#define CONTENT_SLIME -4
#define CONTENT_LAVA -5
#define CONTENT_SKY -6
// channels
#define CHAN_AUTO 0
#define CHAN_WEAPON 1
#define CHAN_VOICE 2
#define CHAN_ITEM 3
#define CHAN_BODY 4
#define CHAN_STREAM 5 // allocate stream channel from the static or dynamic area
#define CHAN_STATIC 6 // allocate channel from the static area
#define CHAN_NETWORKVOICE_BASE 7 // voice data coming across the network
#define CHAN_NETWORKVOICE_END 500 // network voice data reserves slots (CHAN_NETWORKVOICE_BASE through CHAN_NETWORKVOICE_END).
#define CHAN_BOT 501 // channel used for bot chatter.
// attenuation values
#define ATTN_NONE 0
#define ATTN_NORM (float)0.8
#define ATTN_IDLE (float)2
#define ATTN_STATIC (float)1.25
// pitch values
#define PITCH_NORM 100 // non-pitch shifted
#define PITCH_LOW 95 // other values are possible - 0-255, where 255 is very high
#define PITCH_HIGH 120
// volume values
#define VOL_NORM 1.0
// plats
#define PLAT_LOW_TRIGGER 1
// Trains
#define SF_TRAIN_WAIT_RETRIGGER 1
#define SF_TRAIN_START_ON 4 // Train is initially moving
#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
// buttons
#ifndef IN_BUTTONS_H
#include "in_buttons.h"
#endif
// Break Model Defines
#define BREAK_TYPEMASK 0x4F
#define BREAK_GLASS 0x01
#define BREAK_METAL 0x02
#define BREAK_FLESH 0x04
#define BREAK_WOOD 0x08
#define BREAK_SMOKE 0x10
#define BREAK_TRANS 0x20
#define BREAK_CONCRETE 0x40
#define BREAK_2 0x80
// Colliding temp entity sounds
#define BOUNCE_GLASS BREAK_GLASS
#define BOUNCE_METAL BREAK_METAL
#define BOUNCE_FLESH BREAK_FLESH
#define BOUNCE_WOOD BREAK_WOOD
#define BOUNCE_SHRAP 0x10
#define BOUNCE_SHELL 0x20
#define BOUNCE_CONCRETE BREAK_CONCRETE
#define BOUNCE_SHOTSHELL 0x80
// Temp entity bounce sound types
#define TE_BOUNCE_NULL 0
#define TE_BOUNCE_SHELL 1
#define TE_BOUNCE_SHOTSHELL 2
// Rendering constants
enum
{
kRenderNormal, // src
kRenderTransColor, // c*a+dest*(1-a)
kRenderTransTexture, // src*a+dest*(1-a)
kRenderGlow, // src*a+dest -- No Z buffer checks
kRenderTransAlpha, // src*srca+dest*(1-srca)
kRenderTransAdd, // src*a+dest
};
enum
{
kRenderFxNone = 0,
kRenderFxPulseSlow,
kRenderFxPulseFast,
kRenderFxPulseSlowWide,
kRenderFxPulseFastWide,
kRenderFxFadeSlow,
kRenderFxFadeFast,
kRenderFxSolidSlow,
kRenderFxSolidFast,
kRenderFxStrobeSlow,
kRenderFxStrobeFast,
kRenderFxStrobeFaster,
kRenderFxFlickerSlow,
kRenderFxFlickerFast,
kRenderFxNoDissipation,
kRenderFxDistort, // Distort/scale/translate flicker
kRenderFxHologram, // kRenderFxDistort + distance fade
kRenderFxDeadPlayer, // kRenderAmt is the player index
kRenderFxExplode, // Scale up really big!
kRenderFxGlowShell, // Glowing Shell
kRenderFxClampMinScale, // Keep this sprite from getting very small (SPRITES only!)
kRenderFxLightMultiplier, //CTM !!!CZERO added to tell the studiorender that the value in iuser2 is a lightmultiplier
};
typedef unsigned int func_t;
typedef unsigned int string_t;
typedef unsigned char byte;
typedef unsigned short word;
#define _DEF_BYTE_
#undef true
#undef false
#ifndef __cplusplus
typedef enum {false, true} qboolean;
#else
typedef int qboolean;
#endif
typedef struct
{
byte r, g, b;
} color24;
typedef struct
{
unsigned r, g, b, a;
} colorVec;
#ifdef _WIN32
#pragma pack(push,2)
#endif
typedef struct
{
unsigned short r, g, b, a;
} PackedColorVec;
#ifdef _WIN32
#pragma pack(pop)
#endif
typedef struct link_s
{
struct link_s *prev, *next;
} link_t;
typedef struct edict_s edict_t;
typedef struct
{
vec3_t normal;
float dist;
} plane_t;
typedef struct
{
qboolean allsolid; // if true, plane is not valid
qboolean startsolid; // if true, the initial point was in a solid area
qboolean inopen, inwater;
float fraction; // time completed, 1.0 = didn't hit anything
vec3_t endpos; // final position
plane_t plane; // surface normal at impact
edict_t * ent; // entity the surface is on
int hitgroup; // 0 == generic, non zero is specific body part
} trace_t;
#endif // CONST_H

55
common/crc.h Normal file
View File

@ -0,0 +1,55 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/* crc.h */
#pragma once
#include "quakedef.h"
// MD5 Hash
typedef struct
{
unsigned int buf[4];
unsigned int bits[2];
unsigned char in[64];
} MD5Context_t;
typedef unsigned int CRC32_t;
#ifdef __cplusplus
extern "C"
{
#endif
void CRC32_Init(CRC32_t *pulCRC);
CRC32_t CRC32_Final(CRC32_t pulCRC);
void CRC32_ProcessByte(CRC32_t *pulCRC, unsigned char ch);
void CRC32_ProcessBuffer(CRC32_t *pulCRC, void *pBuffer, int nBuffer);
BOOL CRC_File(CRC32_t *crcvalue, char *pszFileName);
#ifdef __cplusplus
}
#endif
byte COM_BlockSequenceCRCByte(byte *base, int length, int sequence);
int CRC_MapFile(CRC32_t *crcvalue, char *pszFileName);
void MD5Init(MD5Context_t *ctx);
void MD5Update(MD5Context_t *ctx, const unsigned char *buf, unsigned int len);
void MD5Final(unsigned char digest[16], MD5Context_t *ctx);
void MD5Transform(unsigned int buf[4], const unsigned int in[16]);
BOOL MD5_Hash_File(unsigned char digest[16], char *pszFileName, BOOL bUsefopen, BOOL bSeed, unsigned int seed[4]);
char *MD5_Print(unsigned char hash[16]);

39
common/cvardef.h Normal file
View File

@ -0,0 +1,39 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef CVARDEF_H
#define CVARDEF_H
#define FCVAR_ARCHIVE (1<<0) // set to cause it to be saved to vars.rc
#define FCVAR_USERINFO (1<<1) // changes the client's info string
#define FCVAR_SERVER (1<<2) // notifies players when changed
#define FCVAR_EXTDLL (1<<3) // defined by external DLL
#define FCVAR_CLIENTDLL (1<<4) // defined by the client dll
#define FCVAR_PROTECTED (1<<5) // It's a server cvar, but we don't send the data since it's a password, etc. Sends 1 if it's not bland/zero, 0 otherwise as value
#define FCVAR_SPONLY (1<<6) // This cvar cannot be changed by clients connected to a multiplayer server.
#define FCVAR_PRINTABLEONLY (1<<7) // This cvar's string cannot contain unprintable characters ( e.g., used for player name etc ).
#define FCVAR_UNLOGGED (1<<8) // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log
#define FCVAR_NOEXTRAWHITEPACE (1<<9) // strip trailing/leading white space from this cvar
typedef struct cvar_s
{
const char *name;
char *string;
int flags;
float value;
struct cvar_s *next;
} cvar_t;
#endif // CVARDEF_H

31
common/demo_api.h Normal file
View File

@ -0,0 +1,31 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined ( DEMO_APIH )
#define DEMO_APIH
#ifdef _WIN32
#pragma once
#endif
typedef struct demo_api_s
{
int ( *IsRecording ) ( void );
int ( *IsPlayingback ) ( void );
int ( *IsTimeDemo ) ( void );
void ( *WriteBuffer ) ( int size, unsigned char *buffer );
} demo_api_t;
extern demo_api_t demoapi;
#endif

38
common/director_cmds.h Normal file
View File

@ -0,0 +1,38 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// director_cmds.h
// sub commands for svc_director
#define DRC_ACTIVE 0 // tells client that he's an spectator and will get director command
#define DRC_STATUS 1 // send status infos about proxy
#define DRC_CAMERA 2 // set the actual director camera position
#define DRC_EVENT 3 // informs the dircetor about ann important game event
#define DRC_FLAG_PRIO_MASK 0x0F // priorities between 0 and 15 (15 most important)
#define DRC_FLAG_SIDE (1<<4)
#define DRC_FLAG_DRAMATIC (1<<5)
// commands of the director API function CallDirectorProc(...)
#define DRCAPI_NOP 0 // no operation
#define DRCAPI_ACTIVE 1 // de/acivates director mode in engine
#define DRCAPI_STATUS 2 // request proxy information
#define DRCAPI_SETCAM 3 // set camera n to given position and angle
#define DRCAPI_GETCAM 4 // request camera n position and angle
#define DRCAPI_DIRPLAY 5 // set director time and play with normal speed
#define DRCAPI_DIRFREEZE 6 // freeze directo at this time
#define DRCAPI_SETVIEWMODE 7 // overview or 4 cameras
#define DRCAPI_SETOVERVIEWPARAMS 8 // sets parameter for overview mode
#define DRCAPI_SETFOCUS 9 // set the camera which has the input focus
#define DRCAPI_GETTARGETS 10 // queries engine for player list
#define DRCAPI_SETVIEWPOINTS 11 // gives engine all waypoints

33
common/dlight.h Normal file
View File

@ -0,0 +1,33 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined ( DLIGHTH )
#define DLIGHTH
#ifdef _WIN32
#pragma once
#endif
typedef struct dlight_s
{
vec3_t origin;
float radius;
color24 color;
float die; // stop lighting after this time
float decay; // drop this each second
float minlight; // don't add when contributing less
int key;
qboolean dark; // subtracts light instead of adding
} dlight_t;
#endif

23
common/dll_state.h Normal file
View File

@ -0,0 +1,23 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
//DLL State Flags
#define DLL_INACTIVE 0 // no dll
#define DLL_ACTIVE 1 // dll is running
#define DLL_PAUSED 2 // dll is paused
#define DLL_CLOSE 3 // closing down dll
#define DLL_TRANS 4 // Level Transition
// DLL Pause reasons
#define DLL_NORMAL 0 // User hit Esc or something.
#define DLL_QUIT 4 // Quit now
#define DLL_RESTART 5 // Switch to launcher for linux, does a quit but returns 1
// DLL Substate info ( not relevant )
#define ENG_NORMAL (1<<0)

197
common/entity_state.h Normal file
View File

@ -0,0 +1,197 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef ENTITY_STATE_H
#define ENTITY_STATE_H
#ifdef _WIN32
#pragma once
#endif
#include "const.h"
// For entityType below
#define ENTITY_NORMAL (1<<0)
#define ENTITY_BEAM (1<<1)
// Entity state is used for the baseline and for delta compression of a packet of
// entities that is sent to a client.
typedef struct entity_state_s entity_state_t;
struct entity_state_s
{
// Fields which are filled in by routines outside of delta compression
int entityType;
// Index into cl_entities array for this entity.
int number;
float msg_time;
// Message number last time the player/entity state was updated.
int messagenum;
// Fields which can be transitted and reconstructed over the network stream
vec3_t origin;
vec3_t angles;
int modelindex;
int sequence;
float frame;
int colormap;
short skin;
short solid;
int effects;
float scale;
byte eflags;
// Render information
int rendermode;
int renderamt;
color24 rendercolor;
int renderfx;
int movetype;
float animtime;
float framerate;
int body;
byte controller[4];
byte blending[4];
vec3_t velocity;
// Send bbox down to client for use during prediction.
vec3_t mins;
vec3_t maxs;
int aiment;
// If owned by a player, the index of that player ( for projectiles ).
int owner;
// Friction, for prediction.
float friction;
// Gravity multiplier
float gravity;
// PLAYER SPECIFIC
int team;
int playerclass;
int health;
qboolean spectator;
int weaponmodel;
int gaitsequence;
// If standing on conveyor, e.g.
vec3_t basevelocity;
// Use the crouched hull, or the regular player hull.
int usehull;
// Latched buttons last time state updated.
int oldbuttons;
// -1 = in air, else pmove entity number
int onground;
int iStepLeft;
// How fast we are falling
float flFallVelocity;
float fov;
int weaponanim;
// Parametric movement overrides
vec3_t startpos;
vec3_t endpos;
float impacttime;
float starttime;
// For mods
int iuser1;
int iuser2;
int iuser3;
int iuser4;
float fuser1;
float fuser2;
float fuser3;
float fuser4;
vec3_t vuser1;
vec3_t vuser2;
vec3_t vuser3;
vec3_t vuser4;
};
#include "pm_info.h"
typedef struct clientdata_s
{
vec3_t origin;
vec3_t velocity;
int viewmodel;
vec3_t punchangle;
int flags;
int waterlevel;
int watertype;
vec3_t view_ofs;
float health;
int bInDuck;
int weapons; // remove?
int flTimeStepSound;
int flDuckTime;
int flSwimTime;
int waterjumptime;
float maxspeed;
float fov;
int weaponanim;
int m_iId;
int ammo_shells;
int ammo_nails;
int ammo_cells;
int ammo_rockets;
float m_flNextAttack;
int tfstate;
int pushmsec;
int deadflag;
char physinfo[ MAX_PHYSINFO_STRING ];
// For mods
int iuser1;
int iuser2;
int iuser3;
int iuser4;
float fuser1;
float fuser2;
float fuser3;
float fuser4;
vec3_t vuser1;
vec3_t vuser2;
vec3_t vuser3;
vec3_t vuser4;
} clientdata_t;
#include "weaponinfo.h"
typedef struct local_state_s
{
entity_state_t playerstate;
clientdata_t client;
weapon_data_t weapondata[ 64 ];
} local_state_t;
#endif // ENTITY_STATE_H

26
common/entity_types.h Normal file
View File

@ -0,0 +1,26 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// entity_types.h
#if !defined( ENTITY_TYPESH )
#define ENTITY_TYPESH
#define ET_NORMAL 0
#define ET_PLAYER 1
#define ET_TEMPENTITY 2
#define ET_BEAM 3
// BMODEL or SPRITE that was split across BSP nodes
#define ET_FRAGMENTED 4
#endif // !ENTITY_TYPESH

27
common/enums.h Normal file
View File

@ -0,0 +1,27 @@
/***
*
* Copyright (c) 2009, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef ENUMS_H
#define ENUMS_H
typedef enum netsrc_s
{
NS_CLIENT,
NS_SERVER,
NS_MULTICAST // xxxMO
} netsrc_t;
#endif

51
common/event_api.h Normal file
View File

@ -0,0 +1,51 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined ( EVENT_APIH )
#define EVENT_APIH
#ifdef _WIN32
#pragma once
#endif
#define EVENT_API_VERSION 1
typedef struct event_api_s
{
int version;
void ( *EV_PlaySound ) ( int ent, float *origin, int channel, const char *sample, float volume, float attenuation, int fFlags, int pitch );
void ( *EV_StopSound ) ( int ent, int channel, const char *sample );
int ( *EV_FindModelIndex )( const char *pmodel );
int ( *EV_IsLocal ) ( int playernum );
int ( *EV_LocalPlayerDucking ) ( void );
void ( *EV_LocalPlayerViewheight ) ( float * );
void ( *EV_LocalPlayerBounds ) ( int hull, float *mins, float *maxs );
int ( *EV_IndexFromTrace) ( struct pmtrace_s *pTrace );
struct physent_s *( *EV_GetPhysent ) ( int idx );
void ( *EV_SetUpPlayerPrediction ) ( int dopred, int bIncludeLocalClient );
void ( *EV_PushPMStates ) ( void );
void ( *EV_PopPMStates ) ( void );
void ( *EV_SetSolidPlayers ) (int playernum);
void ( *EV_SetTraceHull ) ( int hull );
void ( *EV_PlayerTrace ) ( float *start, float *end, int traceFlags, int ignore_pe, struct pmtrace_s *tr );
void ( *EV_WeaponAnimation ) ( int sequence, int body );
unsigned short ( *EV_PrecacheEvent ) ( int type, const char* psz );
void ( *EV_PlaybackEvent ) ( int flags, const struct edict_s *pInvoker, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
const char *( *EV_TraceTexture ) ( int ground, float *vstart, float *vend );
void ( *EV_StopAllSounds ) ( int entnum, int entchannel );
void ( *EV_KillEvents ) ( int entnum, const char *eventname );
} event_api_t;
extern event_api_t eventapi;
#endif

50
common/event_args.h Normal file
View File

@ -0,0 +1,50 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( EVENT_ARGSH )
#define EVENT_ARGSH
#ifdef _WIN32
#pragma once
#endif
// Event was invoked with stated origin
#define FEVENT_ORIGIN ( 1<<0 )
// Event was invoked with stated angles
#define FEVENT_ANGLES ( 1<<1 )
typedef struct event_args_s
{
int flags;
// Transmitted
int entindex;
float origin[3];
float angles[3];
float velocity[3];
int ducking;
float fparam1;
float fparam2;
int iparam1;
int iparam2;
int bparam1;
int bparam2;
} event_args_t;
#endif

47
common/event_flags.h Normal file
View File

@ -0,0 +1,47 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( EVENT_FLAGSH )
#define EVENT_FLAGSH
#ifdef _WIN32
#pragma once
#endif
// Skip local host for event send.
#define FEV_NOTHOST (1<<0)
// Send the event reliably. You must specify the origin and angles and use
// PLAYBACK_EVENT_FULL for this to work correctly on the server for anything
// that depends on the event origin/angles. I.e., the origin/angles are not
// taken from the invoking edict for reliable events.
#define FEV_RELIABLE (1<<1)
// Don't restrict to PAS/PVS, send this event to _everybody_ on the server ( useful for stopping CHAN_STATIC
// sounds started by client event when client is not in PVS anymore ( hwguy in TFC e.g. ).
#define FEV_GLOBAL (1<<2)
// If this client already has one of these events in its queue, just update the event instead of sending it as a duplicate
//
#define FEV_UPDATE (1<<3)
// Only send to entity specified as the invoker
#define FEV_HOSTONLY (1<<4)
// Only send if the event was created on the server.
#define FEV_SERVER (1<<5)
// Only issue event client side ( from shared code )
#define FEV_CLIENT (1<<6)
#endif

61
common/hltv.h Normal file
View File

@ -0,0 +1,61 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// hltv.h
// all shared consts between server, clients and proxy
#ifndef HLTV_H
#define HLTV_H
#define TYPE_CLIENT 0 // client is a normal HL client (default)
#define TYPE_PROXY 1 // client is another proxy
#define TYPE_COMMENTATOR 3 // client is a commentator
#define TYPE_DEMO 4 // client is a demo file
// sub commands of svc_hltv:
#define HLTV_ACTIVE 0 // tells client that he's an spectator and will get director commands
#define HLTV_STATUS 1 // send status infos about proxy
#define HLTV_LISTEN 2 // tell client to listen to a multicast stream
// director command types:
#define DRC_CMD_NONE 0 // NULL director command
#define DRC_CMD_START 1 // start director mode
#define DRC_CMD_EVENT 2 // informs about director command
#define DRC_CMD_MODE 3 // switches camera modes
#define DRC_CMD_CAMERA 4 // set fixed camera
#define DRC_CMD_TIMESCALE 5 // sets time scale
#define DRC_CMD_MESSAGE 6 // send HUD centerprint
#define DRC_CMD_SOUND 7 // plays a particular sound
#define DRC_CMD_STATUS 8 // HLTV broadcast status
#define DRC_CMD_BANNER 9 // set GUI banner
#define DRC_CMD_STUFFTEXT 10 // like the normal svc_stufftext but as director command
#define DRC_CMD_CHASE 11 // chase a certain player
#define DRC_CMD_INEYE 12 // view player through own eyes
#define DRC_CMD_MAP 13 // show overview map
#define DRC_CMD_CAMPATH 14 // define camera waypoint
#define DRC_CMD_WAYPOINTS 15 // start moving camera, inetranl message
#define DRC_CMD_LAST 15
// DRC_CMD_EVENT event flags
#define DRC_FLAG_PRIO_MASK 0x0F // priorities between 0 and 15 (15 most important)
#define DRC_FLAG_SIDE (1<<4) //
#define DRC_FLAG_DRAMATIC (1<<5) // is a dramatic scene
#define DRC_FLAG_SLOWMOTION (1<<6) // would look good in SloMo
#define DRC_FLAG_FACEPLAYER (1<<7) // player is doning something (reload/defuse bomb etc)
#define DRC_FLAG_INTRO (1<<8) // is a introduction scene
#define DRC_FLAG_FINAL (1<<9) // is a final scene
#define DRC_FLAG_NO_RANDOM (1<<10) // don't randomize event data
// DRC_CMD_WAYPOINT flags
#define DRC_FLAG_STARTPATH 1 // end with speed 0.0
#define DRC_FLAG_SLOWSTART 2 // start with speed 0.0
#define DRC_FLAG_SLOWEND 4 // end with speed 0.0
#endif // HLTV_H

38
common/in_buttons.h Normal file
View File

@ -0,0 +1,38 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef IN_BUTTONS_H
#define IN_BUTTONS_H
#ifdef _WIN32
#pragma once
#endif
#define IN_ATTACK (1 << 0)
#define IN_JUMP (1 << 1)
#define IN_DUCK (1 << 2)
#define IN_FORWARD (1 << 3)
#define IN_BACK (1 << 4)
#define IN_USE (1 << 5)
#define IN_CANCEL (1 << 6)
#define IN_LEFT (1 << 7)
#define IN_RIGHT (1 << 8)
#define IN_MOVELEFT (1 << 9)
#define IN_MOVERIGHT (1 << 10)
#define IN_ATTACK2 (1 << 11)
#define IN_RUN (1 << 12)
#define IN_RELOAD (1 << 13)
#define IN_ALT1 (1 << 14)
#define IN_SCORE (1 << 15) // Used by client.dll for when scoreboard is held down
#endif // IN_BUTTONS_H

38
common/ivoicetweak.h Normal file
View File

@ -0,0 +1,38 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef IVOICETWEAK_H
#define IVOICETWEAK_H
#ifdef _WIN32
#pragma once
#endif
// These provide access to the voice controls.
typedef enum
{
MicrophoneVolume=0, // values 0-1.
OtherSpeakerScale, // values 0-1. Scales how loud other players are.
MicBoost, // 20 db gain to voice input
} VoiceTweakControl;
typedef struct IVoiceTweak_s
{
// These turn voice tweak mode on and off. While in voice tweak mode, the user's voice is echoed back
// without sending to the server.
int (*StartVoiceTweakMode)(); // Returns 0 on error.
void (*EndVoiceTweakMode)();
// Get/set control values.
void (*SetControlFloat)(VoiceTweakControl iControl, float value);
float (*GetControlFloat)(VoiceTweakControl iControl);
int (*GetSpeakingVolume)();
} IVoiceTweak;
#endif // IVOICETWEAK_H

44
common/kbutton.h Normal file
View File

@ -0,0 +1,44 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#ifndef KBUTTON_H
#define KBUTTON_H
#ifdef _WIN32
#pragma once
#endif
/* <31b2a> ../common/kbutton.h:7 */
typedef struct kbutton_s
{
int down[2];
int state;
} kbutton_t;
#endif // KBUTTON_H

172
common/mathlib.h Normal file
View File

@ -0,0 +1,172 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#ifdef PLAY_GAMEDLL
// probably gamedll compiled with flag /fpmath:fasted,
// so we need to use type double, otherwise will be the test failed
typedef double float_precision;
#else
typedef float float_precision;
#endif // PLAY_GAMEDLL
typedef float vec_t;
typedef vec_t vec3_t[3];
typedef vec_t vec4_t[4];
typedef int fixed16_t;
typedef union DLONG_u
{
int i[2];
double d;
float f;
} DLONG;
#define M_PI 3.14159265358979323846
#ifdef __cplusplus
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
#ifdef clamp
#undef clamp
#endif
template <typename T>
const T& min(const T& a, const T& b) { return (a < b) ? a : b; }
template <typename T>
const T& max(const T& a, const T& b) { return (a > b) ? a : b; }
template <typename T>
const T& clamp(const T& a, const T& min, const T& max) { return (a > max) ? max : (a < min) ? min : a; }
#else // __cplusplus
#ifndef max
#define max(a,b) (((a) > (b)) ? (a) : (b))
#endif
#ifndef min
#define min(a,b) (((a) < (b)) ? (a) : (b))
#endif
#define clamp(val, min, max) (((val) > (max)) ? (max) : (((val) < (min)) ? (min) : (val)))
#endif // __cplusplus
// bitwise operators templates
template<class T, class type=typename std::underlying_type<T>::type>
inline T operator~ (T a) { return (T)~(type)a; }
template<class T, class type=typename std::underlying_type<T>::type>
inline T operator| (T a, T b) { return (T)((type)a | (type)b); }
template<class T, class type=typename std::underlying_type<T>::type>
inline T operator& (T a, T b) { return (T)((type)a & (type)b); }
template<class T, class type=typename std::underlying_type<T>::type>
inline T operator^ (T a, T b) { return (T)((type)a ^ (type)b); }
template<class T, class type=typename std::underlying_type<T>::type>
inline T& operator|= (T& a, T b) { return (T&)((type&)a |= (type)b); }
template<class T, class type=typename std::underlying_type<T>::type>
inline T& operator&= (T& a, T b) { return (T&)((type&)a &= (type)b); }
template<class T, class type=typename std::underlying_type<T>::type>
inline T& operator^= (T& a, T b) { return (T&)((type&)a ^= (type)b); }
inline float M_sqrt(float value) {
return _mm_cvtss_f32(_mm_sqrt_ss(_mm_load_ss(&value)));
}
inline double M_sqrt(double value) {
auto v = _mm_load_sd(&value);
return _mm_cvtsd_f64(_mm_sqrt_sd(v, v));
}
template<typename T>
inline double M_sqrt(T value) {
return sqrt(value);
}
inline float M_min(float a, float b) {
return _mm_cvtss_f32(_mm_min_ss(_mm_load_ss(&a), _mm_load_ss(&b)));
}
inline double M_min(double a, double b) {
return _mm_cvtsd_f64(_mm_min_sd(_mm_load_sd(&a), _mm_load_sd(&b)));
}
template<typename T>
inline T M_min(T a, T b) {
return min(a, b);
}
inline float M_max(float a, float b) {
return _mm_cvtss_f32(_mm_max_ss(_mm_load_ss(&a), _mm_load_ss(&b)));
}
inline double M_max(double a, double b) {
return _mm_cvtsd_f64(_mm_max_sd(_mm_load_sd(&a), _mm_load_sd(&b)));
}
template<typename T>
inline T M_max(T a, T b) {
return max(a, b);
}
inline float M_clamp(float a, float min, float max) {
return _mm_cvtss_f32(_mm_min_ss(_mm_max_ss(_mm_load_ss(&a), _mm_load_ss(&min)), _mm_load_ss(&max)));
}
inline double M_clamp(double a, double min, double max) {
return _mm_cvtsd_f64(_mm_min_sd(_mm_max_sd(_mm_load_sd(&a), _mm_load_sd(&min)), _mm_load_sd(&max)));
}
template<typename T>
inline T M_clamp(T a, T min, T max) {
return clamp(a, min, max);
}
template<class T>
inline void SWAP(T &first, T &second) {
T temp = first;
first = second;
second = temp;
}
#define VectorSubtract(a,b,c) {(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];}
#define VectorAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}
#define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}
#define VectorClear(a) {(a)[0]=0.0;(a)[1]=0.0;(a)[2]=0.0;}

99
common/net_api.h Normal file
View File

@ -0,0 +1,99 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( NET_APIH )
#define NET_APIH
#ifdef _WIN32
#pragma once
#endif
#if !defined ( NETADRH )
#include "netadr.h"
#endif
#define NETAPI_REQUEST_SERVERLIST ( 0 ) // Doesn't need a remote address
#define NETAPI_REQUEST_PING ( 1 )
#define NETAPI_REQUEST_RULES ( 2 )
#define NETAPI_REQUEST_PLAYERS ( 3 )
#define NETAPI_REQUEST_DETAILS ( 4 )
// Set this flag for things like broadcast requests, etc. where the engine should not
// kill the request hook after receiving the first response
#define FNETAPI_MULTIPLE_RESPONSE ( 1<<0 )
typedef void ( *net_api_response_func_t ) ( struct net_response_s *response );
#define NET_SUCCESS ( 0 )
#define NET_ERROR_TIMEOUT ( 1<<0 )
#define NET_ERROR_PROTO_UNSUPPORTED ( 1<<1 )
#define NET_ERROR_UNDEFINED ( 1<<2 )
typedef struct net_adrlist_s
{
struct net_adrlist_s *next;
netadr_t remote_address;
} net_adrlist_t;
typedef struct net_response_s
{
// NET_SUCCESS or an error code
int error;
// Context ID
int context;
// Type
int type;
// Server that is responding to the request
netadr_t remote_address;
// Response RTT ping time
double ping;
// Key/Value pair string ( separated by backlash \ characters )
// WARNING: You must copy this buffer in the callback function, because it is freed
// by the engine right after the call!!!!
// ALSO: For NETAPI_REQUEST_SERVERLIST requests, this will be a pointer to a linked list of net_adrlist_t's
void *response;
} net_response_t;
typedef struct net_status_s
{
// Connected to remote server? 1 == yes, 0 otherwise
int connected;
// Client's IP address
netadr_t local_address;
// Address of remote server
netadr_t remote_address;
// Packet Loss ( as a percentage )
int packet_loss;
// Latency, in seconds ( multiply by 1000.0 to get milliseconds )
double latency;
// Connection time, in seconds
double connection_time;
// Rate setting ( for incoming data )
double rate;
} net_status_t;
typedef struct net_api_s
{
// APIs
void ( *InitNetworking )( void );
void ( *Status ) ( struct net_status_s *status );
void ( *SendRequest) ( int context, int request, int flags, double timeout, struct netadr_s *remote_address, net_api_response_func_t response );
void ( *CancelRequest ) ( int context );
void ( *CancelAllRequests ) ( void );
char *( *AdrToString ) ( struct netadr_s *a );
int ( *CompareAdr ) ( struct netadr_s *a, struct netadr_s *b );
int ( *StringToAdr ) ( char *s, struct netadr_s *a );
const char *( *ValueForKey ) ( const char *s, const char *key );
void ( *RemoveKey ) ( char *s, const char *key );
void ( *SetValueForKey ) (char *s, const char *key, const char *value, int maxsize );
} net_api_t;
extern net_api_t netapi;
#endif // NET_APIH

40
common/netadr.h Normal file
View File

@ -0,0 +1,40 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// netadr.h
#ifndef NETADR_H
#define NETADR_H
#ifdef _WIN32
#pragma once
#endif
typedef enum
{
NA_UNUSED,
NA_LOOPBACK,
NA_BROADCAST,
NA_IP,
NA_IPX,
NA_BROADCAST_IPX,
} netadrtype_t;
typedef struct netadr_s
{
netadrtype_t type;
unsigned char ip[4];
unsigned char ipx[10];
unsigned short port;
} netadr_t;
#endif // NETADR_H

16
common/nowin.h Normal file
View File

@ -0,0 +1,16 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef INC_NOWIN_H
#define INC_NOWIN_H
#ifndef _WIN32
#include <unistd.h>
#include <sys/types.h>
#endif //!_WIN32
#endif //INC_NOWIN_H

259
common/parsemsg.cpp Normal file
View File

@ -0,0 +1,259 @@
/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// parsemsg.cpp
//
//--------------------------------------------------------------------------------------------------------------
#include "parsemsg.h"
#include <port.h>
typedef unsigned char byte;
#define true 1
static byte *gpBuf;
static int giSize;
static int giRead;
static int giBadRead;
int READ_OK( void )
{
return !giBadRead;
}
void BEGIN_READ( void *buf, int size )
{
giRead = 0;
giBadRead = 0;
giSize = size;
gpBuf = (byte*)buf;
}
int READ_CHAR( void )
{
int c;
if (giRead + 1 > giSize)
{
giBadRead = true;
return -1;
}
c = (signed char)gpBuf[giRead];
giRead++;
return c;
}
int READ_BYTE( void )
{
int c;
if (giRead+1 > giSize)
{
giBadRead = true;
return -1;
}
c = (unsigned char)gpBuf[giRead];
giRead++;
return c;
}
int READ_SHORT( void )
{
int c;
if (giRead+2 > giSize)
{
giBadRead = true;
return -1;
}
c = (short)( gpBuf[giRead] + ( gpBuf[giRead+1] << 8 ) );
giRead += 2;
return c;
}
int READ_WORD( void )
{
return READ_SHORT();
}
int READ_LONG( void )
{
int c;
if (giRead+4 > giSize)
{
giBadRead = true;
return -1;
}
c = gpBuf[giRead] + (gpBuf[giRead + 1] << 8) + (gpBuf[giRead + 2] << 16) + (gpBuf[giRead + 3] << 24);
giRead += 4;
return c;
}
float READ_FLOAT( void )
{
union
{
byte b[4];
float f;
int l;
} dat;
dat.b[0] = gpBuf[giRead];
dat.b[1] = gpBuf[giRead+1];
dat.b[2] = gpBuf[giRead+2];
dat.b[3] = gpBuf[giRead+3];
giRead += 4;
// dat.l = LittleLong (dat.l);
return dat.f;
}
char* READ_STRING( void )
{
static char string[2048];
int l,c;
string[0] = 0;
l = 0;
do
{
if ( giRead+1 > giSize )
break; // no more characters
c = READ_CHAR();
if (c == -1 || c == 0)
break;
string[l] = c;
l++;
} while (l < sizeof(string)-1);
string[l] = 0;
return string;
}
float READ_COORD( void )
{
return (float)(READ_SHORT() * (1.0/8));
}
float READ_ANGLE( void )
{
return (float)(READ_CHAR() * (360.0/256));
}
float READ_HIRESANGLE( void )
{
return (float)(READ_SHORT() * (360.0/65536));
}
//--------------------------------------------------------------------------------------------------------------
BufferWriter::BufferWriter()
{
Init( NULL, 0 );
}
//--------------------------------------------------------------------------------------------------------------
BufferWriter::BufferWriter( unsigned char *buffer, int bufferLen )
{
Init( buffer, bufferLen );
}
//--------------------------------------------------------------------------------------------------------------
void BufferWriter::Init( unsigned char *buffer, int bufferLen )
{
m_overflow = false;
m_buffer = buffer;
m_remaining = bufferLen;
m_overallLength = bufferLen;
}
//--------------------------------------------------------------------------------------------------------------
void BufferWriter::WriteByte( unsigned char data )
{
if (!m_buffer || !m_remaining)
{
m_overflow = true;
return;
}
*m_buffer = data;
++m_buffer;
--m_remaining;
}
//--------------------------------------------------------------------------------------------------------------
void BufferWriter::WriteLong( int data )
{
if (!m_buffer || m_remaining < 4)
{
m_overflow = true;
return;
}
m_buffer[0] = data&0xff;
m_buffer[1] = (data>>8)&0xff;
m_buffer[2] = (data>>16)&0xff;
m_buffer[3] = data>>24;
m_buffer += 4;
m_remaining -= 4;
}
//--------------------------------------------------------------------------------------------------------------
void BufferWriter::WriteString( const char *str )
{
if (!m_buffer || !m_remaining)
{
m_overflow = true;
return;
}
if (!str)
str = "";
int len = strlen(str)+1;
if ( len > m_remaining )
{
m_overflow = true;
str = "";
len = 1;
}
strcpy((char *)m_buffer, str);
m_remaining -= len;
m_buffer += len;
}
//--------------------------------------------------------------------------------------------------------------
int BufferWriter::GetSpaceUsed()
{
return m_overallLength - m_remaining;
}
//--------------------------------------------------------------------------------------------------------------

66
common/parsemsg.h Normal file
View File

@ -0,0 +1,66 @@
/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// parsemsg.h
// MDC - copying from cstrike\cl_dll so career-mode stuff can catch messages
// in this dll. (and C++ifying it)
//
#ifndef PARSEMSG_H
#define PARSEMSG_H
#define ASSERT( x )
//--------------------------------------------------------------------------------------------------------------
void BEGIN_READ( void *buf, int size );
int READ_CHAR( void );
int READ_BYTE( void );
int READ_SHORT( void );
int READ_WORD( void );
int READ_LONG( void );
float READ_FLOAT( void );
char* READ_STRING( void );
float READ_COORD( void );
float READ_ANGLE( void );
float READ_HIRESANGLE( void );
int READ_OK( void );
//--------------------------------------------------------------------------------------------------------------
class BufferWriter
{
public:
BufferWriter();
BufferWriter( unsigned char *buffer, int bufferLen );
void Init( unsigned char *buffer, int bufferLen );
void WriteByte( unsigned char data );
void WriteLong( int data );
void WriteString( const char *str );
bool HasOverflowed();
int GetSpaceUsed();
protected:
unsigned char *m_buffer;
int m_remaining;
bool m_overflow;
int m_overallLength;
};
//--------------------------------------------------------------------------------------------------------------
#endif // PARSEMSG_H

57
common/particledef.h Normal file
View File

@ -0,0 +1,57 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( PARTICLEDEFH )
#define PARTICLEDEFH
#ifdef _WIN32
#pragma once
#endif
typedef enum {
pt_static,
pt_grav,
pt_slowgrav,
pt_fire,
pt_explode,
pt_explode2,
pt_blob,
pt_blob2,
pt_vox_slowgrav,
pt_vox_grav,
pt_clientcustom // Must have callback function specified
} ptype_t;
// !!! if this is changed, it must be changed in d_ifacea.h too !!!
typedef struct particle_s
{
// driver-usable fields
vec3_t org;
short color;
short packedColor;
// drivers never touch the following fields
struct particle_s *next;
vec3_t vel;
float ramp;
float die;
ptype_t type;
void (*deathfunc)( struct particle_s *particle );
// for pt_clientcusttom, we'll call this function each frame
void (*callback)( struct particle_s *particle, float frametime );
// For deathfunc, etc.
unsigned char context;
} particle_t;
#endif

43
common/pmtrace.h Normal file
View File

@ -0,0 +1,43 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( PMTRACEH )
#define PMTRACEH
#ifdef _WIN32
#pragma once
#endif
typedef struct
{
vec3_t normal;
float dist;
} pmplane_t;
typedef struct pmtrace_s pmtrace_t;
struct pmtrace_s
{
qboolean allsolid; // if true, plane is not valid
qboolean startsolid; // if true, the initial point was in a solid area
qboolean inopen, inwater; // End point is in empty space or in water
float fraction; // time completed, 1.0 = didn't hit anything
vec3_t endpos; // final position
pmplane_t plane; // surface normal at impact
int ent; // entity at impact
vec3_t deltavelocity; // Change in player's velocity caused by impact.
// Only run on server.
int hitgroup;
};
#endif

119
common/port.h Normal file
View File

@ -0,0 +1,119 @@
// port.h: portability helper
//
//////////////////////////////////////////////////////////////////////
#pragma once
#include "archtypes.h" // DAL
#ifdef _WIN32
// Insert your headers here
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
#define WIN32_EXTRA_LEAN
#include "winsani_in.h"
#include <windows.h>
#include "winsani_out.h"
#include <stdlib.h>
#include <stdio.h>
#include <stdarg.h>
#else // _WIN32
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h> // exit()
#include <string.h> // strncpy()
#include <ctype.h> // tolower()
#include <limits.h>
#include <sys/time.h>
#include <errno.h>
#include <sys/ioctl.h>
typedef unsigned char BYTE;
typedef int32 LONG;
//typedef uint32 ULONG;
#ifndef ARCHTYPES_H
typedef uint32 ULONG;
#endif
typedef void *HANDLE;
#ifndef HMODULE
typedef void *HMODULE;
#endif
typedef char * LPSTR;
#define __cdecl
#ifdef __linux__
typedef struct POINT_s
{
int x;
int y;
} POINT;
typedef void *HINSTANCE;
typedef void *HWND;
typedef void *HDC;
typedef void *HGLRC;
typedef struct RECT_s
{
int left;
int right;
int top;
int bottom;
} RECT;
#endif
#ifdef __cplusplus
//#undef FALSE
//#undef TRUE
#ifdef OSX
//#else
//const bool FALSE = false;
//const bool TRUE = true;
#endif
#endif
#ifndef NULL
#ifdef __cplusplus
#define NULL 0
#else
#define NULL ((void *)0)
#endif
#endif
#ifdef __cplusplus
inline int ioctlsocket( int d, int cmd, uint32 *argp ) { return ioctl( d, cmd, argp ); }
inline int closesocket( int fd ) { return close( fd ); }
inline char * GetCurrentDirectory( size_t size, char * buf ) { return getcwd( buf, size ); }
inline int WSAGetLastError() { return errno; }
inline void DebugBreak( void ) { exit( 1 ); }
#endif
extern char g_szEXEName[ 4096 ];
#define _snprintf snprintf
#if defined(OSX)
#define SO_ARCH_SUFFIX ".dylib"
#else
#if defined ( __x86_64__ )
#define SO_ARCH_SUFFIX "_amd64.so"
#else
#define SO_ARCH_SUFFIX ".so"
#endif
#endif
#endif

41
common/qfont.h Normal file
View File

@ -0,0 +1,41 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( QFONTH )
#define QFONTH
#ifdef _WIN32
#pragma once
#endif
// Font stuff
#define NUM_GLYPHS 256
// does not exist: // #include "basetypes.h"
typedef struct
{
short startoffset;
short charwidth;
} charinfo;
typedef struct qfont_s
{
int width, height;
int rowcount;
int rowheight;
charinfo fontinfo[ NUM_GLYPHS ];
unsigned char data[4];
} qfont_t;
#endif // qfont.h

39
common/qlimits.h Normal file
View File

@ -0,0 +1,39 @@
//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ==========
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef QLIMITS_H
#define QLIMITS_H
#if defined( _WIN32 )
#pragma once
#endif
// DATA STRUCTURE INFO
#define MAX_NUM_ARGVS 50
// SYSTEM INFO
#define MAX_QPATH 64 // max length of a game pathname
#define MAX_OSPATH 260 // max length of a filesystem pathname
#define ON_EPSILON 0.1 // point on plane side epsilon
#define MAX_LIGHTSTYLE_INDEX_BITS 6
#define MAX_LIGHTSTYLES (1<<MAX_LIGHTSTYLE_INDEX_BITS)
// Resource counts;
#define MAX_MODEL_INDEX_BITS 9 // sent as a short
#define MAX_MODELS (1<<MAX_MODEL_INDEX_BITS)
#define MAX_SOUND_INDEX_BITS 9
#define MAX_SOUNDS (1<<MAX_SOUND_INDEX_BITS)
#define MAX_GENERIC_INDEX_BITS 9
#define MAX_GENERIC (1<<MAX_GENERIC_INDEX_BITS)
#define MAX_DECAL_INDEX_BITS 9
#define MAX_BASE_DECALS (1<<MAX_DECAL_INDEX_BITS)
#endif // QLIMITS_H

44
common/quakedef.h Normal file
View File

@ -0,0 +1,44 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
/* <19039> ../common/quakedef.h:29 */
typedef int BOOL; /* size: 4 */
// user message
#define MAX_USER_MSG_DATA 192
/* <627f> ../common/quakedef.h:137 */
//moved to com_model.h
//typedef struct cache_user_s
//{
// void *data;
//} cache_user_t;
/* <4313b> ../common/quakedef.h:162 */
typedef int (*pfnUserMsgHook)(const char *, int, void *);

197
common/r_efx.h Normal file
View File

@ -0,0 +1,197 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined ( R_EFXH )
#define R_EFXH
#ifdef _WIN32
#pragma once
#endif
// particle_t
#if !defined( PARTICLEDEFH )
#include "particledef.h"
#endif
// BEAM
#if !defined( BEAMDEFH )
#include "beamdef.h"
#endif
// dlight_t
#if !defined ( DLIGHTH )
#include "dlight.h"
#endif
// cl_entity_t
#if !defined( CL_ENTITYH )
#include "cl_entity.h"
#endif
/*
// FOR REFERENCE, These are the built-in tracer colors. Note, color 4 is the one
// that uses the tracerred/tracergreen/tracerblue and traceralpha cvar settings
color24 gTracerColors[] =
{
{ 255, 255, 255 }, // White
{ 255, 0, 0 }, // Red
{ 0, 255, 0 }, // Green
{ 0, 0, 255 }, // Blue
{ 0, 0, 0 }, // Tracer default, filled in from cvars, etc.
{ 255, 167, 17 }, // Yellow-orange sparks
{ 255, 130, 90 }, // Yellowish streaks (garg)
{ 55, 60, 144 }, // Blue egon streak
{ 255, 130, 90 }, // More Yellowish streaks (garg)
{ 255, 140, 90 }, // More Yellowish streaks (garg)
{ 200, 130, 90 }, // More red streaks (garg)
{ 255, 120, 70 }, // Darker red streaks (garg)
};
*/
// Temporary entity array
#define TENTPRIORITY_LOW 0
#define TENTPRIORITY_HIGH 1
// TEMPENTITY flags
#define FTENT_NONE 0x00000000
#define FTENT_SINEWAVE 0x00000001
#define FTENT_GRAVITY 0x00000002
#define FTENT_ROTATE 0x00000004
#define FTENT_SLOWGRAVITY 0x00000008
#define FTENT_SMOKETRAIL 0x00000010
#define FTENT_COLLIDEWORLD 0x00000020
#define FTENT_FLICKER 0x00000040
#define FTENT_FADEOUT 0x00000080
#define FTENT_SPRANIMATE 0x00000100
#define FTENT_HITSOUND 0x00000200
#define FTENT_SPIRAL 0x00000400
#define FTENT_SPRCYCLE 0x00000800
#define FTENT_COLLIDEALL 0x00001000 // will collide with world and slideboxes
#define FTENT_PERSIST 0x00002000 // tent is not removed when unable to draw
#define FTENT_COLLIDEKILL 0x00004000 // tent is removed upon collision with anything
#define FTENT_PLYRATTACHMENT 0x00008000 // tent is attached to a player (owner)
#define FTENT_SPRANIMATELOOP 0x00010000 // animating sprite doesn't die when last frame is displayed
#define FTENT_SPARKSHOWER 0x00020000
#define FTENT_NOMODEL 0x00040000 // Doesn't have a model, never try to draw ( it just triggers other things )
#define FTENT_CLIENTCUSTOM 0x00080000 // Must specify callback. Callback function is responsible for killing tempent and updating fields ( unless other flags specify how to do things )
typedef struct tempent_s
{
int flags;
float die;
float frameMax;
float x;
float y;
float z;
float fadeSpeed;
float bounceFactor;
int hitSound;
void ( *hitcallback ) ( struct tempent_s *ent, struct pmtrace_s *ptr );
void ( *callback ) ( struct tempent_s *ent, float frametime, float currenttime );
struct tempent_s *next;
int priority;
short clientIndex; // if attached, this is the index of the client to stick to
// if COLLIDEALL, this is the index of the client to ignore
// TENTS with FTENT_PLYRATTACHMENT MUST set the clientindex!
vec3_t tentOffset; // if attached, client origin + tentOffset = tent origin.
cl_entity_t entity;
// baseline.origin - velocity
// baseline.renderamt - starting fadeout intensity
// baseline.angles - angle velocity
} TEMPENTITY;
typedef struct efx_api_s efx_api_t;
struct efx_api_s
{
particle_t *( *R_AllocParticle ) ( void ( *callback ) ( struct particle_s *particle, float frametime ) );
void ( *R_BlobExplosion ) ( float * org );
void ( *R_Blood ) ( float * org, float * dir, int pcolor, int speed );
void ( *R_BloodSprite ) ( float * org, int colorindex, int modelIndex, int modelIndex2, float size );
void ( *R_BloodStream ) ( float * org, float * dir, int pcolor, int speed );
void ( *R_BreakModel ) ( float *pos, float *size, float *dir, float random, float life, int count, int modelIndex, char flags );
void ( *R_Bubbles ) ( float * mins, float * maxs, float height, int modelIndex, int count, float speed );
void ( *R_BubbleTrail ) ( float * start, float * end, float height, int modelIndex, int count, float speed );
void ( *R_BulletImpactParticles ) ( float * pos );
void ( *R_EntityParticles ) ( struct cl_entity_s *ent );
void ( *R_Explosion ) ( float *pos, int model, float scale, float framerate, int flags );
void ( *R_FizzEffect ) ( struct cl_entity_s *pent, int modelIndex, int density );
void ( *R_FireField ) ( float * org, int radius, int modelIndex, int count, int flags, float life );
void ( *R_FlickerParticles ) ( float * org );
void ( *R_FunnelSprite ) ( float *org, int modelIndex, int reverse );
void ( *R_Implosion ) ( float * end, float radius, int count, float life );
void ( *R_LargeFunnel ) ( float * org, int reverse );
void ( *R_LavaSplash ) ( float * org );
void ( *R_MultiGunshot ) ( float * org, float * dir, float * noise, int count, int decalCount, int *decalIndices );
void ( *R_MuzzleFlash ) ( float *pos1, int type );
void ( *R_ParticleBox ) ( float *mins, float *maxs, unsigned char r, unsigned char g, unsigned char b, float life );
void ( *R_ParticleBurst ) ( float * pos, int size, int color, float life );
void ( *R_ParticleExplosion ) ( float * org );
void ( *R_ParticleExplosion2 ) ( float * org, int colorStart, int colorLength );
void ( *R_ParticleLine ) ( float * start, float *end, unsigned char r, unsigned char g, unsigned char b, float life );
void ( *R_PlayerSprites ) ( int client, int modelIndex, int count, int size );
void ( *R_Projectile ) ( float * origin, float * velocity, int modelIndex, int life, int owner, void (*hitcallback)( struct tempent_s *ent, struct pmtrace_s *ptr ) );
void ( *R_RicochetSound ) ( float * pos );
void ( *R_RicochetSprite ) ( float *pos, struct model_s *pmodel, float duration, float scale );
void ( *R_RocketFlare ) ( float *pos );
void ( *R_RocketTrail ) ( float * start, float * end, int type );
void ( *R_RunParticleEffect ) ( float * org, float * dir, int color, int count );
void ( *R_ShowLine ) ( float * start, float * end );
void ( *R_SparkEffect ) ( float *pos, int count, int velocityMin, int velocityMax );
void ( *R_SparkShower ) ( float *pos );
void ( *R_SparkStreaks ) ( float * pos, int count, int velocityMin, int velocityMax );
void ( *R_Spray ) ( float * pos, float * dir, int modelIndex, int count, int speed, int spread, int rendermode );
void ( *R_Sprite_Explode ) ( TEMPENTITY *pTemp, float scale, int flags );
void ( *R_Sprite_Smoke ) ( TEMPENTITY *pTemp, float scale );
void ( *R_Sprite_Spray ) ( float * pos, float * dir, int modelIndex, int count, int speed, int iRand );
void ( *R_Sprite_Trail ) ( int type, float * start, float * end, int modelIndex, int count, float life, float size, float amplitude, int renderamt, float speed );
void ( *R_Sprite_WallPuff ) ( TEMPENTITY *pTemp, float scale );
void ( *R_StreakSplash ) ( float * pos, float * dir, int color, int count, float speed, int velocityMin, int velocityMax );
void ( *R_TracerEffect ) ( float * start, float * end );
void ( *R_UserTracerParticle ) ( float * org, float * vel, float life, int colorIndex, float length, unsigned char deathcontext, void ( *deathfunc)( struct particle_s *particle ) );
particle_t *( *R_TracerParticles ) ( float * org, float * vel, float life );
void ( *R_TeleportSplash ) ( float * org );
void ( *R_TempSphereModel ) ( float *pos, float speed, float life, int count, int modelIndex );
TEMPENTITY *( *R_TempModel ) ( float *pos, float *dir, float *angles, float life, int modelIndex, int soundtype );
TEMPENTITY *( *R_DefaultSprite ) ( float *pos, int spriteIndex, float framerate );
TEMPENTITY *( *R_TempSprite ) ( float *pos, float *dir, float scale, int modelIndex, int rendermode, int renderfx, float a, float life, int flags );
int ( *Draw_DecalIndex ) ( int id );
int ( *Draw_DecalIndexFromName ) ( char *name );
void ( *R_DecalShoot ) ( int textureIndex, int entity, int modelIndex, float * position, int flags );
void ( *R_AttachTentToPlayer ) ( int client, int modelIndex, float zoffset, float life );
void ( *R_KillAttachedTents ) ( int client );
BEAM *( *R_BeamCirclePoints ) ( int type, float * start, float * end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
BEAM *( *R_BeamEntPoint ) ( int startEnt, float * end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
BEAM *( *R_BeamEnts ) ( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
BEAM *( *R_BeamFollow ) ( int startEnt, int modelIndex, float life, float width, float r, float g, float b, float brightness );
void ( *R_BeamKill ) ( int deadEntity );
BEAM *( *R_BeamLightning ) ( float * start, float * end, int modelIndex, float life, float width, float amplitude, float brightness, float speed );
BEAM *( *R_BeamPoints ) ( float * start, float * end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
BEAM *( *R_BeamRing ) ( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
dlight_t *( *CL_AllocDlight ) ( int key );
dlight_t *( *CL_AllocElight ) ( int key );
TEMPENTITY *( *CL_TempEntAlloc ) ( float * org, struct model_s *model );
TEMPENTITY *( *CL_TempEntAllocNoModel ) ( float * org );
TEMPENTITY *( *CL_TempEntAllocHigh ) ( float * org, struct model_s *model );
TEMPENTITY *( *CL_TentEntAllocCustom ) ( float *origin, struct model_s *model, int high, void ( *callback ) ( struct tempent_s *ent, float frametime, float currenttime ) );
void ( *R_GetPackedColor ) ( short *packed, short color );
short ( *R_LookupColor ) ( unsigned char r, unsigned char g, unsigned char b );
void ( *R_DecalRemoveAll ) ( int textureIndex ); //textureIndex points to the decal index in the array, not the actual texture index.
void ( *R_FireCustomDecal ) ( int textureIndex, int entity, int modelIndex, float * position, int flags, float scale );
};
extern efx_api_t efx;
#endif

151
common/r_studioint.h Normal file
View File

@ -0,0 +1,151 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( R_STUDIOINT_H )
#define R_STUDIOINT_H
#if defined( _WIN32 )
#pragma once
#endif
#define STUDIO_INTERFACE_VERSION 1
typedef struct engine_studio_api_s
{
// Allocate number*size bytes and zero it
void *( *Mem_Calloc ) ( int number, size_t size );
// Check to see if pointer is in the cache
void *( *Cache_Check ) ( struct cache_user_s *c );
// Load file into cache ( can be swapped out on demand )
void ( *LoadCacheFile ) ( char *path, struct cache_user_s *cu );
// Retrieve model pointer for the named model
struct model_s *( *Mod_ForName ) ( const char *name, int crash_if_missing );
// Retrieve pointer to studio model data block from a model
void *( *Mod_Extradata ) ( struct model_s *mod );
// Retrieve indexed model from client side model precache list
struct model_s *( *GetModelByIndex ) ( int index );
// Get entity that is set for rendering
struct cl_entity_s * ( *GetCurrentEntity ) ( void );
// Get referenced player_info_t
struct player_info_s *( *PlayerInfo ) ( int index );
// Get most recently received player state data from network system
struct entity_state_s *( *GetPlayerState ) ( int index );
// Get viewentity
struct cl_entity_s * ( *GetViewEntity ) ( void );
// Get current frame count, and last two timestampes on client
void ( *GetTimes ) ( int *framecount, double *current, double *old );
// Get a pointer to a cvar by name
struct cvar_s *( *GetCvar ) ( const char *name );
// Get current render origin and view vectors ( up, right and vpn )
void ( *GetViewInfo ) ( float *origin, float *upv, float *rightv, float *vpnv );
// Get sprite model used for applying chrome effect
struct model_s *( *GetChromeSprite ) ( void );
// Get model counters so we can incement instrumentation
void ( *GetModelCounters ) ( int **s, int **a );
// Get software scaling coefficients
void ( *GetAliasScale ) ( float *x, float *y );
// Get bone, light, alias, and rotation matrices
float ****( *StudioGetBoneTransform ) ( void );
float ****( *StudioGetLightTransform )( void );
float ***( *StudioGetAliasTransform ) ( void );
float ***( *StudioGetRotationMatrix ) ( void );
// Set up body part, and get submodel pointers
void ( *StudioSetupModel ) ( int bodypart, void **ppbodypart, void **ppsubmodel );
// Check if entity's bbox is in the view frustum
int ( *StudioCheckBBox ) ( void );
// Apply lighting effects to model
void ( *StudioDynamicLight ) ( struct cl_entity_s *ent, struct alight_s *plight );
void ( *StudioEntityLight ) ( struct alight_s *plight );
void ( *StudioSetupLighting ) ( struct alight_s *plighting );
// Draw mesh vertices
void ( *StudioDrawPoints ) ( void );
// Draw hulls around bones
void ( *StudioDrawHulls ) ( void );
// Draw bbox around studio models
void ( *StudioDrawAbsBBox ) ( void );
// Draws bones
void ( *StudioDrawBones ) ( void );
// Loads in appropriate texture for model
void ( *StudioSetupSkin ) ( void *ptexturehdr, int index );
// Sets up for remapped colors
void ( *StudioSetRemapColors ) ( int top, int bottom );
// Set's player model and returns model pointer
struct model_s *( *SetupPlayerModel ) ( int index );
// Fires any events embedded in animation
void ( *StudioClientEvents ) ( void );
// Retrieve/set forced render effects flags
int ( *GetForceFaceFlags ) ( void );
void ( *SetForceFaceFlags ) ( int flags );
// Tell engine the value of the studio model header
void ( *StudioSetHeader ) ( void *header );
// Tell engine which model_t * is being renderered
void ( *SetRenderModel ) ( struct model_s *model );
// Final state setup and restore for rendering
void ( *SetupRenderer ) ( int rendermode );
void ( *RestoreRenderer ) ( void );
// Set render origin for applying chrome effect
void ( *SetChromeOrigin ) ( void );
// True if using D3D/OpenGL
int ( *IsHardware ) ( void );
// Only called by hardware interface
void ( *GL_StudioDrawShadow ) ( void );
void ( *GL_SetRenderMode ) ( int mode );
void ( *StudioSetRenderamt ) (int iRenderamt); //!!!CZERO added for rendering glass on viewmodels
void ( *StudioSetCullState ) ( int iCull );
void ( *StudioRenderShadow ) ( int iSprite, float *p1, float *p2, float *p3, float *p4 );
} engine_studio_api_t;
typedef struct server_studio_api_s
{
// Allocate number*size bytes and zero it
void *( *Mem_Calloc ) ( int number, size_t size );
// Check to see if pointer is in the cache
void *( *Cache_Check ) ( struct cache_user_s *c );
// Load file into cache ( can be swapped out on demand )
void ( *LoadCacheFile ) ( char *path, struct cache_user_s *cu );
// Retrieve pointer to studio model data block from a model
void *( *Mod_Extradata ) ( struct model_s *mod );
} server_studio_api_t;
// client blending
typedef struct r_studio_interface_s
{
int version;
int ( *StudioDrawModel ) ( int flags );
int ( *StudioDrawPlayer ) ( int flags, struct entity_state_s *pplayer );
} r_studio_interface_t;
extern r_studio_interface_t *pStudioAPI;
// server blending
#define SV_BLENDING_INTERFACE_VERSION 1
typedef struct sv_blending_interface_s
{
int version;
void ( *SV_StudioSetupBones )( struct model_s *pModel,
float frame,
int sequence,
const vec3_t angles,
const vec3_t origin,
const byte *pcontroller,
const byte *pblending,
int iBone,
const edict_t *pEdict );
} sv_blending_interface_t;
#endif // R_STUDIOINT_H

75
common/ref_params.h Normal file
View File

@ -0,0 +1,75 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( REF_PARAMSH )
#define REF_PARAMSH
typedef struct ref_params_s
{
// Output
float vieworg[3];
float viewangles[3];
float forward[3];
float right[3];
float up[3];
// Client frametime;
float frametime;
// Client time
float time;
// Misc
int intermission;
int paused;
int spectator;
int onground;
int waterlevel;
float simvel[3];
float simorg[3];
float viewheight[3];
float idealpitch;
float cl_viewangles[3];
int health;
float crosshairangle[3];
float viewsize;
float punchangle[3];
int maxclients;
int viewentity;
int playernum;
int max_entities;
int demoplayback;
int hardware;
int smoothing;
// Last issued usercmd
struct usercmd_s *cmd;
// Movevars
struct movevars_s *movevars;
int viewport[4]; // the viewport coordinates x ,y , width, height
int nextView; // the renderer calls ClientDLL_CalcRefdef() and Renderview
// so long in cycles until this value is 0 (multiple views)
int onlyClientDraw; // if !=0 nothing is drawn by the engine except clientDraw functions
} ref_params_t;
#endif // !REF_PARAMSH

24
common/screenfade.h Normal file
View File

@ -0,0 +1,24 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( SCREENFADEH )
#define SCREENFADEH
#ifdef _WIN32
#pragma once
#endif
typedef struct screenfade_s
{
float fadeSpeed; // How fast to fade (tics / second) (+ fade in, - fade out)
float fadeEnd; // When the fading hits maximum
float fadeTotalEnd; // Total End Time of the fade (used for FFADE_OUT)
float fadeReset; // When to reset to not fading (for fadeout and hold)
byte fader, fadeg, fadeb, fadealpha; // Fade color
int fadeFlags; // Fading flags
} screenfade_t;
#endif // !SCREENFADEH

29
common/studio_event.h Normal file
View File

@ -0,0 +1,29 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( STUDIO_EVENTH )
#define STUDIO_EVENTH
#ifdef _WIN32
#pragma once
#endif
typedef struct mstudioevent_s
{
int frame;
int event;
int type;
char options[64];
} mstudioevent_t;
#endif // STUDIO_EVENTH

64
common/triangleapi.h Normal file
View File

@ -0,0 +1,64 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( TRIANGLEAPIH )
#define TRIANGLEAPIH
#ifdef _WIN32
#pragma once
#endif
typedef enum
{
TRI_FRONT = 0,
TRI_NONE = 1,
} TRICULLSTYLE;
#define TRI_API_VERSION 1
#define TRI_TRIANGLES 0
#define TRI_TRIANGLE_FAN 1
#define TRI_QUADS 2
#define TRI_POLYGON 3
#define TRI_LINES 4
#define TRI_TRIANGLE_STRIP 5
#define TRI_QUAD_STRIP 6
typedef struct triangleapi_s
{
int version;
void ( *RenderMode )( int mode );
void ( *Begin )( int primitiveCode );
void ( *End ) ( void );
void ( *Color4f ) ( float r, float g, float b, float a );
void ( *Color4ub ) ( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
void ( *TexCoord2f ) ( float u, float v );
void ( *Vertex3fv ) ( float *worldPnt );
void ( *Vertex3f ) ( float x, float y, float z );
void ( *Brightness ) ( float brightness );
void ( *CullFace ) ( TRICULLSTYLE style );
int ( *SpriteTexture ) ( struct model_s *pSpriteModel, int frame );
int ( *WorldToScreen ) ( float *world, float *screen ); // Returns 1 if it's z clipped
void ( *Fog ) ( float flFogColor[3], float flStart, float flEnd, int bOn ); // Works just like GL_FOG, flFogColor is r/g/b.
void ( *ScreenToWorld ) ( float *screen, float *world );
void ( *GetMatrix ) ( const int pname, float *matrix );
int ( *BoxInPVS ) ( float *mins, float *maxs );
void ( *LightAtPoint ) ( float *pos, float *value );
void ( *Color4fRendermode ) ( float r, float g, float b, float a, int rendermode );
void ( *FogParams ) ( float flDensity, int iFogSkybox ); // Used with Fog()...sets fog density and whether the fog should be applied to the skybox
} triangleapi_t;
#endif // !TRIANGLEAPIH

41
common/usercmd.h Normal file
View File

@ -0,0 +1,41 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef USERCMD_H
#define USERCMD_H
#ifdef _WIN32
#pragma once
#endif
typedef struct usercmd_s
{
short lerp_msec; // Interpolation time on client
byte msec; // Duration in ms of command
vec3_t viewangles; // Command view angles.
// intended velocities
float forwardmove; // Forward velocity.
float sidemove; // Sideways velocity.
float upmove; // Upward velocity.
byte lightlevel; // Light level at spot where we are standing.
unsigned short buttons; // Attack buttons
byte impulse; // Impulse command issued.
byte weaponselect; // Current weapon id
// Experimental player impact stuff.
int impact_index;
vec3_t impact_position;
} usercmd_t;
#endif // USERCMD_H

35
common/vmodes.h Normal file
View File

@ -0,0 +1,35 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
/* <430ee> ../common/vmodes.h:40 */
typedef struct rect_s
{
int left, right, top, bottom;
} wrect_t;

53
common/weaponinfo.h Normal file
View File

@ -0,0 +1,53 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef WEAPONINFO_H
#define WEAPONINFO_H
#ifdef _WIN32
#pragma once
#endif
// Info about weapons player might have in his/her possession
typedef struct weapon_data_s
{
int m_iId;
int m_iClip;
float m_flNextPrimaryAttack;
float m_flNextSecondaryAttack;
float m_flTimeWeaponIdle;
int m_fInReload;
int m_fInSpecialReload;
float m_flNextReload;
float m_flPumpTime;
float m_fReloadTime;
float m_fAimedDamage;
float m_fNextAimBonus;
int m_fInZoom;
int m_iWeaponState;
int iuser1;
int iuser2;
int iuser3;
int iuser4;
float fuser1;
float fuser2;
float fuser3;
float fuser4;
} weapon_data_t;
#endif // WEAPONINFO_H

7
common/winsani_in.h Normal file
View File

@ -0,0 +1,7 @@
#if _MSC_VER >= 1500 // MSVC++ 9.0 (Visual Studio 2008)
#pragma push_macro("ARRAYSIZE")
#ifdef ARRAYSIZE
#undef ARRAYSIZE
#endif
#define HSPRITE WINDOWS_HSPRITE
#endif

4
common/winsani_out.h Normal file
View File

@ -0,0 +1,4 @@
#if _MSC_VER >= 1500 // MSVC++ 9.0 (Visual Studio 2008)
#undef HSPRITE
#pragma pop_macro("ARRAYSIZE")
#endif

146
dlls/activity.h Normal file
View File

@ -0,0 +1,146 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
typedef enum Activity_s
{
ACT_INVALID = -1,
ACT_RESET = 0, // Set m_Activity to this invalid value to force a reset to m_IdealActivity
ACT_IDLE,
ACT_GUARD,
ACT_WALK,
ACT_RUN,
ACT_FLY, // Fly (and flap if appropriate)
ACT_SWIM,
ACT_HOP, // vertical jump
ACT_LEAP, // long forward jump
ACT_FALL,
ACT_LAND,
ACT_STRAFE_LEFT,
ACT_STRAFE_RIGHT,
ACT_ROLL_LEFT, // tuck and roll, left
ACT_ROLL_RIGHT, // tuck and roll, right
ACT_TURN_LEFT, // turn quickly left (stationary)
ACT_TURN_RIGHT, // turn quickly right (stationary)
ACT_CROUCH, // the act of crouching down from a standing position
ACT_CROUCHIDLE, // holding body in crouched position (loops)
ACT_STAND, // the act of standing from a crouched position
ACT_USE,
ACT_SIGNAL1,
ACT_SIGNAL2,
ACT_SIGNAL3,
ACT_TWITCH,
ACT_COWER,
ACT_SMALL_FLINCH,
ACT_BIG_FLINCH,
ACT_RANGE_ATTACK1,
ACT_RANGE_ATTACK2,
ACT_MELEE_ATTACK1,
ACT_MELEE_ATTACK2,
ACT_RELOAD,
ACT_ARM, // pull out gun, for instance
ACT_DISARM, // reholster gun
ACT_EAT, // monster chowing on a large food item (loop)
ACT_DIESIMPLE,
ACT_DIEBACKWARD,
ACT_DIEFORWARD,
ACT_DIEVIOLENT,
ACT_BARNACLE_HIT, // barnacle tongue hits a monster
ACT_BARNACLE_PULL, // barnacle is lifting the monster ( loop )
ACT_BARNACLE_CHOMP, // barnacle latches on to the monster
ACT_BARNACLE_CHEW, // barnacle is holding the monster in its mouth ( loop )
ACT_SLEEP,
ACT_INSPECT_FLOOR, // for active idles, look at something on or near the floor
ACT_INSPECT_WALL, // for active idles, look at something directly ahead of you ( doesn't HAVE to be a wall or on a wall )
ACT_IDLE_ANGRY, // alternate idle animation in which the monster is clearly agitated. (loop)
ACT_WALK_HURT, // limp (loop)
ACT_RUN_HURT, // limp (loop)
ACT_HOVER, // Idle while in flight
ACT_GLIDE, // Fly (don't flap)
ACT_FLY_LEFT, // Turn left in flight
ACT_FLY_RIGHT, // Turn right in flight
ACT_DETECT_SCENT, // this means the monster smells a scent carried by the air
ACT_SNIFF, // this is the act of actually sniffing an item in front of the monster
ACT_BITE, // some large monsters can eat small things in one bite. This plays one time, EAT loops.
ACT_THREAT_DISPLAY, // without attacking, monster demonstrates that it is angry. (Yell, stick out chest, etc )
ACT_FEAR_DISPLAY, // monster just saw something that it is afraid of
ACT_EXCITED, // for some reason, monster is excited. Sees something he really likes to eat, or whatever.
ACT_SPECIAL_ATTACK1, // very monster specific special attacks.
ACT_SPECIAL_ATTACK2,
ACT_COMBAT_IDLE, // agitated idle.
ACT_WALK_SCARED,
ACT_RUN_SCARED,
ACT_VICTORY_DANCE, // killed a player, do a victory dance.
ACT_DIE_HEADSHOT, // die, hit in head.
ACT_DIE_CHESTSHOT, // die, hit in chest
ACT_DIE_GUTSHOT, // die, hit in gut
ACT_DIE_BACKSHOT, // die, hit in back
ACT_FLINCH_HEAD,
ACT_FLINCH_CHEST,
ACT_FLINCH_STOMACH,
ACT_FLINCH_LEFTARM,
ACT_FLINCH_RIGHTARM,
ACT_FLINCH_LEFTLEG,
ACT_FLINCH_RIGHTLEG,
ACT_FLINCH,
ACT_LARGE_FLINCH,
ACT_HOLDBOMB,
ACT_IDLE_FIDGET,
ACT_IDLE_SCARED,
ACT_IDLE_SCARED_FIDGET,
ACT_FOLLOW_IDLE,
ACT_FOLLOW_IDLE_FIDGET,
ACT_FOLLOW_IDLE_SCARED,
ACT_FOLLOW_IDLE_SCARED_FIDGET,
ACT_CROUCH_IDLE,
ACT_CROUCH_IDLE_FIDGET,
ACT_CROUCH_IDLE_SCARED,
ACT_CROUCH_IDLE_SCARED_FIDGET,
ACT_CROUCH_WALK,
ACT_CROUCH_WALK_SCARED,
ACT_CROUCH_DIE,
ACT_WALK_BACK,
ACT_IDLE_SNEAKY,
ACT_IDLE_SNEAKY_FIDGET,
ACT_WALK_SNEAKY,
ACT_WAVE,
ACT_YES,
ACT_NO,
} Activity;
typedef struct
{
int type;
char *name;
} activity_map_t;
extern activity_map_t activity_map[];

111
dlls/activitymap.h Normal file
View File

@ -0,0 +1,111 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#define _A(a)\
{ a, #a }
activity_map_t activity_map[] =
{
_A(ACT_IDLE),
_A(ACT_GUARD),
_A(ACT_WALK),
_A(ACT_RUN),
_A(ACT_FLY),
_A(ACT_SWIM),
_A(ACT_HOP),
_A(ACT_LEAP),
_A(ACT_FALL),
_A(ACT_LAND),
_A(ACT_STRAFE_LEFT),
_A(ACT_STRAFE_RIGHT),
_A(ACT_ROLL_LEFT),
_A(ACT_ROLL_RIGHT),
_A(ACT_TURN_LEFT),
_A(ACT_TURN_RIGHT),
_A(ACT_CROUCH),
_A(ACT_CROUCHIDLE),
_A(ACT_STAND),
_A(ACT_USE),
_A(ACT_SIGNAL1),
_A(ACT_SIGNAL2),
_A(ACT_SIGNAL3),
_A(ACT_TWITCH),
_A(ACT_COWER),
_A(ACT_SMALL_FLINCH),
_A(ACT_BIG_FLINCH),
_A(ACT_RANGE_ATTACK1),
_A(ACT_RANGE_ATTACK2),
_A(ACT_MELEE_ATTACK1),
_A(ACT_MELEE_ATTACK2),
_A(ACT_RELOAD),
_A(ACT_ARM),
_A(ACT_DISARM),
_A(ACT_EAT),
_A(ACT_DIESIMPLE),
_A(ACT_DIEBACKWARD),
_A(ACT_DIEFORWARD),
_A(ACT_DIEVIOLENT),
_A(ACT_BARNACLE_HIT),
_A(ACT_BARNACLE_PULL),
_A(ACT_BARNACLE_CHOMP),
_A(ACT_BARNACLE_CHEW),
_A(ACT_SLEEP),
_A(ACT_INSPECT_FLOOR),
_A(ACT_INSPECT_WALL),
_A(ACT_IDLE_ANGRY),
_A(ACT_WALK_HURT),
_A(ACT_RUN_HURT),
_A(ACT_HOVER),
_A(ACT_GLIDE),
_A(ACT_FLY_LEFT),
_A(ACT_FLY_RIGHT),
_A(ACT_DETECT_SCENT),
_A(ACT_SNIFF),
_A(ACT_BITE),
_A(ACT_THREAT_DISPLAY),
_A(ACT_FEAR_DISPLAY),
_A(ACT_EXCITED),
_A(ACT_SPECIAL_ATTACK1),
_A(ACT_SPECIAL_ATTACK2),
_A(ACT_COMBAT_IDLE),
_A(ACT_WALK_SCARED),
_A(ACT_RUN_SCARED),
_A(ACT_VICTORY_DANCE),
_A(ACT_DIE_HEADSHOT),
_A(ACT_DIE_CHESTSHOT),
_A(ACT_DIE_GUTSHOT),
_A(ACT_DIE_BACKSHOT),
_A(ACT_FLINCH_HEAD),
_A(ACT_FLINCH_CHEST),
_A(ACT_FLINCH_STOMACH),
_A(ACT_FLINCH_LEFTARM),
_A(ACT_FLINCH_RIGHTARM),
_A(ACT_FLINCH_LEFTLEG),
_A(ACT_FLINCH_RIGHTLEG),
0, nullptr
};

43
dlls/airtank.h Normal file
View File

@ -0,0 +1,43 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
class CAirtank: public CGrenade {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void Killed(entvars_t *pevAttacker, int iGib) = 0;
virtual int BloodColor() = 0;
int GetState() const { return m_state; }
private:
int m_state;
};

99
dlls/ammo.h Normal file
View File

@ -0,0 +1,99 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
class C9MMAmmo: public CBasePlayerAmmo {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual BOOL AddAmmo(CBaseEntity *pOther) = 0;
};
class CBuckShotAmmo: public CBasePlayerAmmo {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual BOOL AddAmmo(CBaseEntity *pOther) = 0;
};
class C556NatoAmmo: public CBasePlayerAmmo {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual BOOL AddAmmo(CBaseEntity *pOther) = 0;
};
class C556NatoBoxAmmo: public CBasePlayerAmmo {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual BOOL AddAmmo(CBaseEntity *pOther) = 0;
};
class C762NatoAmmo: public CBasePlayerAmmo {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual BOOL AddAmmo(CBaseEntity *pOther) = 0;
};
class C45ACPAmmo: public CBasePlayerAmmo {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual BOOL AddAmmo(CBaseEntity *pOther) = 0;
};
class C50AEAmmo: public CBasePlayerAmmo {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual BOOL AddAmmo(CBaseEntity *pOther) = 0;
};
class C338MagnumAmmo: public CBasePlayerAmmo {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual BOOL AddAmmo(CBaseEntity *pOther) = 0;
};
class C57MMAmmo: public CBasePlayerAmmo {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual BOOL AddAmmo(CBaseEntity *pOther) = 0;
};
class C357SIGAmmo: public CBasePlayerAmmo {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual BOOL AddAmmo(CBaseEntity *pOther) = 0;
};

118
dlls/basemonster.h Normal file
View File

@ -0,0 +1,118 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#include "gib.h"
#include "activity.h"
enum
{
ITBD_PARALLYZE = 0,
ITBD_NERVE_GAS,
ITBD_POISON,
ITBD_RADIATION,
ITBD_DROWN_RECOVER,
ITBD_ACID,
ITBD_SLOW_BURN,
ITBD_SLOW_FREEZE,
ITBD_END
};
enum MONSTERSTATE
{
MONSTERSTATE_NONE = 0,
MONSTERSTATE_IDLE,
MONSTERSTATE_COMBAT,
MONSTERSTATE_ALERT,
MONSTERSTATE_HUNT,
MONSTERSTATE_PRONE,
MONSTERSTATE_SCRIPT,
MONSTERSTATE_PLAYDEAD,
MONSTERSTATE_DEAD
};
class CBaseToggle;
class CBaseMonster: public CBaseToggle {
public:
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual BOOL TakeHealth(float flHealth, int bitsDamageType) = 0;
virtual void Killed(entvars_t *pevAttacker, int iGib) = 0;
virtual int BloodColor() = 0;
virtual BOOL IsAlive() = 0;
virtual float ChangeYaw(int speed) = 0;
virtual BOOL HasHumanGibs() = 0;
virtual BOOL HasAlienGibs() = 0;
virtual void FadeMonster() = 0;
virtual void GibMonster() = 0;
virtual Activity GetDeathActivity() = 0;
virtual void BecomeDead() = 0;
virtual BOOL ShouldFadeOnDeath() = 0;
virtual int IRelationship(CBaseEntity *pTarget) = 0;
virtual void PainSound() = 0;
virtual void ResetMaxSpeed() = 0;
virtual void ReportAIState() = 0;
virtual void MonsterInitDead() = 0;
virtual void Look(int iDistance) = 0;
virtual CBaseEntity *BestVisibleEnemy() = 0;
virtual BOOL FInViewCone(CBaseEntity *pEntity) = 0;
virtual BOOL FInViewCone(const Vector *pOrigin) = 0;
public:
void SetConditions(int iConditions) { m_afConditions |= iConditions; }
void ClearConditions(int iConditions) { m_afConditions &= ~iConditions; }
BOOL HasConditions(int iConditions) { return (m_afConditions & iConditions) ? TRUE : FALSE; }
BOOL HasAllConditions(int iConditions) { return ((m_afConditions & iConditions) == iConditions) ? TRUE : FALSE; }
void Remember(int iMemory) { m_afMemory |= iMemory; }
void Forget(int iMemory) { m_afMemory &= ~iMemory; }
BOOL HasMemory(int iMemory) { return (m_afMemory & iMemory) ? TRUE : FALSE; }
BOOL HasAllMemories(int iMemory) { return ((m_afMemory & iMemory) == iMemory) ? TRUE : FALSE; }
void StopAnimation() { pev->framerate = 0.0f; }
public:
Activity m_Activity; // what the monster is doing (animation)
Activity m_IdealActivity; // monster should switch to this activity
int m_LastHitGroup; // the last body region that took damage
int m_bitsDamageType; // what types of damage has monster (player) taken
byte m_rgbTimeBasedDamage[ITBD_END];
MONSTERSTATE m_MonsterState; // monster's current state
MONSTERSTATE m_IdealMonsterState; // monster should change to this state
int m_afConditions;
int m_afMemory;
float m_flNextAttack; // cannot attack again until this time
EHANDLE m_hEnemy; // the entity that the monster is fighting.
EHANDLE m_hTargetEnt; // the entity that the monster is trying to reach
float m_flFieldOfView; // width of monster's field of view (dot product)
int m_bloodColor; // color of blood particless
Vector m_HackedGunPos; // HACK until we can query end of gun
Vector m_vecEnemyLKP; // last known position of enemy. (enemy's origin)
};

149
dlls/bmodels.h Normal file
View File

@ -0,0 +1,149 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
// covering cheesy noise1, noise2, & noise3 fields so they make more sense (for rotating fans)
#define noiseStart noise1
#define noiseStop noise2
#define noiseRunning noise3
// This is just a solid wall if not inhibited
class CFuncWall: public CBaseEntity {
public:
virtual void Spawn() = 0;
// Bmodels don't go across transitions
virtual int ObjectCaps() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
#define SF_WALL_TOOGLE_START_OFF BIT(0)
#define SF_WALL_TOOGLE_NOTSOLID BIT(3)
class CFuncWallToggle: public CFuncWall {
public:
virtual void Spawn() = 0;
virtual void Restart() = 0;
virtual int ObjectCaps() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
#define SF_CONVEYOR_VISUAL BIT(0)
#define SF_CONVEYOR_NOTSOLID BIT(1)
class CFuncConveyor: public CFuncWall {
public:
virtual void Spawn() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
// A simple entity that looks solid but lets you walk through it.
class CFuncIllusionary: public CBaseToggle {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int ObjectCaps() = 0;
};
// Monster only clip brush
//
// This brush will be solid for any entity who has the FL_MONSTERCLIP flag set
// in pev->flags
//
// otherwise it will be invisible and not solid. This can be used to keep
// specific monsters out of certain areas
class CFuncMonsterClip: public CFuncWall {
public:
virtual void Spawn() = 0;
// Clear out func_wall's use function
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
#define SF_BRUSH_ROTATE_START_ON BIT(0)
#define SF_BRUSH_ROTATE_BACKWARDS BIT(1)
#define SF_BRUSH_ROTATE_Z_AXIS BIT(2)
#define SF_BRUSH_ROTATE_X_AXIS BIT(3)
#define SF_BRUSH_ACCDCC BIT(4) // brush should accelerate and decelerate when toggled
#define SF_BRUSH_HURT BIT(5) // rotating brush that inflicts pain based on rotation speed
#define SF_BRUSH_ROTATE_NOT_SOLID BIT(6) // some special rotating objects are not solid.
#define SF_BRUSH_ROTATE_SMALLRADIUS BIT(7)
#define SF_BRUSH_ROTATE_MEDIUMRADIUS BIT(8)
#define SF_BRUSH_ROTATE_LARGERADIUS BIT(9)
const int MAX_FANPITCH = 100;
const int MIN_FANPITCH = 30;
class CFuncRotating: public CBaseEntity {
public:
// basic functions
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void Restart() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Blocked(CBaseEntity *pOther) = 0;
public:
float m_flFanFriction;
float m_flAttenuation;
float m_flVolume;
float m_pitch;
int m_sounds;
Vector m_angles;
};
#define SF_PENDULUM_START_ON BIT(0)
#define SF_PENDULUM_SWING BIT(1) // spawnflag that makes a pendulum a rope swing
#define SF_PENDULUM_PASSABLE BIT(3)
#define SF_PENDULUM_AUTO_RETURN BIT(4)
class CPendulum: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
virtual void Blocked(CBaseEntity *pOther) = 0;
public:
float m_accel; // Acceleration
float m_distance;
float m_time;
float m_damp;
float m_maxSpeed;
float m_dampSpeed;
Vector m_center;
Vector m_start;
};

642
dlls/bot/cs_bot.h Normal file
View File

@ -0,0 +1,642 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#include "bot/cs_gamestate.h"
#include "bot/cs_bot_manager.h"
#include "bot/cs_bot_chatter.h"
const int CSBOT_VERSION_MAJOR = 1;
const int CSBOT_VERSION_MINOR = 50;
const int MAX_BUY_WEAPON_PRIMARY = 13;
const int MAX_BUY_WEAPON_SECONDARY = 3;
enum
{
BOT_PROGGRESS_DRAW = 0, // draw status bar progress
BOT_PROGGRESS_START, // init status bar progress
BOT_PROGGRESS_HIDE, // hide status bar progress
};
extern int _navAreaCount;
extern int _currentIndex;
extern struct BuyInfo primaryWeaponBuyInfoCT[MAX_BUY_WEAPON_PRIMARY];
extern struct BuyInfo secondaryWeaponBuyInfoCT[MAX_BUY_WEAPON_SECONDARY];
extern struct BuyInfo primaryWeaponBuyInfoT[MAX_BUY_WEAPON_PRIMARY];
extern struct BuyInfo secondaryWeaponBuyInfoT[MAX_BUY_WEAPON_SECONDARY];
class CCSBot;
class BotChatterInterface;
class BotState {
public:
virtual void OnEnter(CCSBot *me) {}
virtual void OnUpdate(CCSBot *me) {}
virtual void OnExit(CCSBot *me) {}
virtual const char *GetName() const = 0;
};
class IdleState: public BotState {
public:
virtual void OnEnter(CCSBot *me) {}
virtual void OnUpdate(CCSBot *me) {}
virtual const char *GetName() const { return "Idle"; }
};
class HuntState: public BotState {
public:
virtual void OnEnter(CCSBot *me) {}
virtual void OnUpdate(CCSBot *me) {}
virtual void OnExit(CCSBot *me) {}
virtual const char *GetName() const { return "Hunt"; }
public:
CNavArea *m_huntArea;
};
class AttackState: public BotState {
public:
virtual void OnEnter(CCSBot *me) {}
virtual void OnUpdate(CCSBot *me) {}
virtual void OnExit(CCSBot *me) {}
virtual const char *GetName() const { return "Attack"; }
public:
enum DodgeStateType
{
STEADY_ON,
SLIDE_LEFT,
SLIDE_RIGHT,
JUMP,
NUM_ATTACK_STATES
} m_dodgeState;
float m_nextDodgeStateTimestamp;
CountdownTimer m_repathTimer;
float m_scopeTimestamp;
bool m_haveSeenEnemy;
bool m_isEnemyHidden;
float m_reacquireTimestamp;
float m_shieldToggleTimestamp;
bool m_shieldForceOpen;
float m_pinnedDownTimestamp;
bool m_crouchAndHold;
bool m_didAmbushCheck;
bool m_dodge;
bool m_firstDodge;
bool m_isCoward;
CountdownTimer m_retreatTimer;
};
class InvestigateNoiseState: public BotState {
public:
virtual void OnEnter(CCSBot *me) {}
virtual void OnUpdate(CCSBot *me) {}
virtual void OnExit(CCSBot *me) {}
virtual const char *GetName() const { return "InvestigateNoise"; }
private:
void AttendCurrentNoise(CCSBot *me);
Vector m_checkNoisePosition;
};
class BuyState: public BotState {
public:
virtual void OnEnter(CCSBot *me) {}
virtual void OnUpdate(CCSBot *me) {}
virtual void OnExit(CCSBot *me) {}
virtual const char *GetName() const { return "Buy"; }
public:
bool m_isInitialDelay;
int m_prefRetries;
int m_prefIndex;
int m_retries;
bool m_doneBuying;
bool m_buyDefuseKit;
bool m_buyGrenade;
bool m_buyShield;
bool m_buyPistol;
};
class MoveToState: public BotState {
public:
virtual void OnEnter(CCSBot *me) {}
virtual void OnUpdate(CCSBot *me) {}
virtual void OnExit(CCSBot *me) {}
virtual const char *GetName() const { return "MoveTo"; }
void SetGoalPosition(const Vector &pos) { m_goalPosition = pos; }
void SetRouteType(RouteType route) { m_routeType = route; }
private:
Vector m_goalPosition;
RouteType m_routeType;
bool m_radioedPlan;
bool m_askedForCover;
};
class FetchBombState: public BotState {
public:
virtual void OnEnter(CCSBot *me) {}
virtual void OnUpdate(CCSBot *me) {}
virtual const char *GetName() const { return "FetchBomb"; }
};
class PlantBombState: public BotState {
public:
virtual void OnEnter(CCSBot *me) {}
virtual void OnUpdate(CCSBot *me) {}
virtual void OnExit(CCSBot *me) {}
virtual const char *GetName() const { return "PlantBomb"; }
};
class DefuseBombState: public BotState {
public:
virtual void OnEnter(CCSBot *me) {}
virtual void OnUpdate(CCSBot *me) {}
virtual void OnExit(CCSBot *me) {}
virtual const char *GetName() const { return "DefuseBomb"; }
};
class HideState: public BotState {
public:
virtual void OnEnter(CCSBot *me) {}
virtual void OnUpdate(CCSBot *me) {}
virtual void OnExit(CCSBot *me) {}
virtual const char *GetName() const { return "Hide"; }
public:
void SetHidingSpot(const Vector &pos) { m_hidingSpot = pos; }
const Vector &GetHidingSpot() const { return m_hidingSpot; }
void SetSearchArea(CNavArea *area) { m_searchFromArea = area; }
void SetSearchRange(float range) { m_range = range; }
void SetDuration(float time) { m_duration = time; }
void SetHoldPosition(bool hold) { m_isHoldingPosition = hold; }
bool IsAtSpot() const { return m_isAtSpot; }
public:
CNavArea *m_searchFromArea;
float m_range;
Vector m_hidingSpot;
bool m_isAtSpot;
float m_duration;
bool m_isHoldingPosition;
float m_holdPositionTime;
bool m_heardEnemy;
float m_firstHeardEnemyTime;
int m_retry;
Vector m_leaderAnchorPos;
};
class EscapeFromBombState: public BotState {
public:
virtual void OnEnter(CCSBot *me) {}
virtual void OnUpdate(CCSBot *me) {}
virtual void OnExit(CCSBot *me) {}
virtual const char *GetName() const { return "EscapeFromBomb"; }
};
class FollowState: public BotState
{
public:
virtual void OnEnter(CCSBot *me) {}
virtual void OnUpdate(CCSBot *me) {}
virtual void OnExit(CCSBot *me) {}
virtual const char *GetName() const { return "Follow"; }
void SetLeader(CBasePlayer *leader) { m_leader = leader; }
public:
EntityHandle<CBasePlayer> m_leader;
Vector m_lastLeaderPos;
bool m_isStopped;
float m_stoppedTimestamp;
enum LeaderMotionStateType
{
INVALID,
STOPPED,
WALKING,
RUNNING
} m_leaderMotionState;
IntervalTimer m_leaderMotionStateTime;
bool m_isSneaking;
float m_lastSawLeaderTime;
CountdownTimer m_repathInterval;
IntervalTimer m_walkTime;
bool m_isAtWalkSpeed;
float m_waitTime;
CountdownTimer m_idleTimer;
};
class UseEntityState: public BotState {
public:
virtual void OnEnter(CCSBot *me) {}
virtual void OnUpdate(CCSBot *me) {}
virtual void OnExit(CCSBot *me) {}
virtual const char *GetName() const { return "UseEntity"; }
void SetEntity(CBaseEntity *entity) { m_entity = entity; }
private:
EntityHandle<CBaseEntity> m_entity;
};
// The Counter-strike Bot
class CCSBot: public CBot {
public:
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0; // invoked when injured by something (EXTEND) - returns the amount of damage inflicted
virtual void Killed(entvars_t *pevAttacker, int iGib) = 0; // invoked when killed (EXTEND)
virtual void RoundRespawn() = 0;
virtual void Blind(float duration, float holdTime, float fadeTime, int alpha = 255) = 0; // player blinded by a flashbang
virtual void OnTouchingWeapon(CWeaponBox *box) = 0; // invoked when in contact with a CWeaponBox
virtual bool Initialize(const BotProfile *profile) = 0; // (EXTEND) prepare bot for action
virtual void SpawnBot() = 0; // (EXTEND) spawn the bot into the game
virtual void Upkeep() = 0; // lightweight maintenance, invoked frequently
virtual void Update() = 0; // heavyweight algorithms, invoked less often
virtual void Walk() = 0;
virtual bool Jump(bool mustJump = false) = 0; // returns true if jump was started
virtual void OnEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL) = 0; // invoked when event occurs in the game (some events have NULL entity)
#define CHECK_FOV true
virtual bool IsVisible(const Vector *pos, bool testFOV = false) const = 0; // return true if we can see the point
virtual bool IsVisible(CBasePlayer *player, bool testFOV = false, unsigned char *visParts = NULL) const = 0; // return true if we can see any part of the player
virtual bool IsEnemyPartVisible(VisiblePartType part) const = 0; // if enemy is visible, return the part we see for our current enemy
public:
const Vector &GetEyePosition() const
{
m_eyePos = pev->origin + pev->view_ofs;
return m_eyePos;
}
public:
friend class CCSBotManager;
// TODO: Get rid of these
friend class AttackState;
friend class BuyState;
char m_name[64]; // copied from STRING(pev->netname) for debugging
// behavior properties
float m_combatRange; // desired distance between us and them during gunplay
mutable bool m_isRogue; // if true, the bot is a "rogue" and listens to no-one
mutable CountdownTimer m_rogueTimer;
enum MoraleType
{
TERRIBLE = -3,
BAD = -2,
NEGATIVE = -1,
NEUTRAL = 0,
POSITIVE = 1,
GOOD = 2,
EXCELLENT = 3,
};
MoraleType m_morale; // our current morale, based on our win/loss history
bool m_diedLastRound; // true if we died last round
float m_safeTime; // duration at the beginning of the round where we feel "safe"
bool m_wasSafe; // true if we were in the safe time last update
NavRelativeDirType m_blindMoveDir; // which way to move when we're blind
bool m_blindFire; // if true, fire weapon while blinded
// TODO: implement through CountdownTimer
float m_surpriseDelay; // when we were surprised
float m_surpriseTimestamp;
bool m_isFollowing; // true if we are following someone
EHANDLE m_leader; // the ID of who we are following
float m_followTimestamp; // when we started following
float m_allowAutoFollowTime; // time when we can auto follow
CountdownTimer m_hurryTimer; // if valid, bot is in a hurry
// instances of each possible behavior state, to avoid dynamic memory allocation during runtime
IdleState m_idleState;
HuntState m_huntState;
AttackState m_attackState;
InvestigateNoiseState m_investigateNoiseState;
BuyState m_buyState;
MoveToState m_moveToState;
FetchBombState m_fetchBombState;
PlantBombState m_plantBombState;
DefuseBombState m_defuseBombState;
HideState m_hideState;
EscapeFromBombState m_escapeFromBombState;
FollowState m_followState;
UseEntityState m_useEntityState;
// TODO: Allow multiple simultaneous state machines (look around, etc)
BotState *m_state; // current behavior state
float m_stateTimestamp; // time state was entered
bool m_isAttacking; // if true, special Attack state is overriding the state machine
// high-level tasks
enum TaskType
{
SEEK_AND_DESTROY,
PLANT_BOMB,
FIND_TICKING_BOMB,
DEFUSE_BOMB,
GUARD_TICKING_BOMB,
GUARD_BOMB_DEFUSER,
GUARD_LOOSE_BOMB,
GUARD_BOMB_ZONE,
ESCAPE_FROM_BOMB,
HOLD_POSITION,
FOLLOW,
VIP_ESCAPE,
GUARD_VIP_ESCAPE_ZONE,
COLLECT_HOSTAGES,
RESCUE_HOSTAGES,
GUARD_HOSTAGES,
GUARD_HOSTAGE_RESCUE_ZONE,
MOVE_TO_LAST_KNOWN_ENEMY_POSITION,
MOVE_TO_SNIPER_SPOT,
SNIPING,
NUM_TASKS
};
TaskType m_task; // our current task
EntityHandle<CBaseEntity> m_taskEntity; // an entity used for our task
// navigation
Vector m_goalPosition;
EHandle m_goalEntity;
CNavArea *m_currentArea; // the nav area we are standing on
CNavArea *m_lastKnownArea; // the last area we were in
EntityHandle<CBasePlayer> m_avoid; // higher priority player we need to make way for
float m_avoidTimestamp;
bool m_isJumpCrouching;
bool m_isJumpCrouched;
float m_jumpCrouchTimestamp;
// path navigation data
enum { _MAX_PATH_LENGTH = 256 };
struct ConnectInfo
{
CNavArea *area; // the area along the path
NavTraverseType how; // how to enter this area from the previous one
Vector pos; // our movement goal position at this point in the path
const CNavLadder *ladder; // if "how" refers to a ladder, this is it
}
m_path[_MAX_PATH_LENGTH];
int m_pathLength;
int m_pathIndex;
float m_areaEnteredTimestamp;
CountdownTimer m_repathTimer; // must have elapsed before bot can pathfind again
mutable CountdownTimer m_avoidFriendTimer; // used to throttle how often we check for friends in our path
mutable bool m_isFriendInTheWay; // true if a friend is blocking our path
CountdownTimer m_politeTimer; // we'll wait for friend to move until this runs out
bool m_isWaitingBehindFriend; // true if we are waiting for a friend to move
enum LadderNavState
{
APPROACH_ASCENDING_LADDER, // prepare to scale a ladder
APPROACH_DESCENDING_LADDER, // prepare to go down ladder
FACE_ASCENDING_LADDER,
FACE_DESCENDING_LADDER,
MOUNT_ASCENDING_LADDER, // move toward ladder until "on" it
MOUNT_DESCENDING_LADDER, // move toward ladder until "on" it
ASCEND_LADDER, // go up the ladder
DESCEND_LADDER, // go down the ladder
DISMOUNT_ASCENDING_LADDER, // get off of the ladder
DISMOUNT_DESCENDING_LADDER, // get off of the ladder
MOVE_TO_DESTINATION, // dismount ladder and move to destination area
}
m_pathLadderState;
bool m_pathLadderFaceIn; // if true, face towards ladder, otherwise face away
const CNavLadder *m_pathLadder; // the ladder we need to use to reach the next area
NavRelativeDirType m_pathLadderDismountDir; // which way to dismount
float m_pathLadderDismountTimestamp; // time when dismount started
float m_pathLadderEnd; // if ascending, z of top, if descending z of bottom
float m_pathLadderTimestamp; // time when we started using ladder - for timeout check
CountdownTimer m_mustRunTimer; // if nonzero, bot cannot walk
// game scenario mechanisms
CSGameState m_gameState;
// hostages mechanism
byte m_hostageEscortCount;
float m_hostageEscortCountTimestamp;
bool m_isWaitingForHostage;
CountdownTimer m_inhibitWaitingForHostageTimer;
CountdownTimer m_waitForHostageTimer;
// listening mechanism
Vector m_noisePosition; // position we last heard non-friendly noise
float m_noiseTimestamp; // when we heard it (can get zeroed)
CNavArea *m_noiseArea; // the nav area containing the noise
float m_noiseCheckTimestamp;
PriorityType m_noisePriority; // priority of currently heard noise
bool m_isNoiseTravelRangeChecked;
// "looking around" mechanism
float m_lookAroundStateTimestamp; // time of next state change
float m_lookAheadAngle; // our desired forward look angle
float m_forwardAngle; // our current forward facing direction
float m_inhibitLookAroundTimestamp; // time when we can look around again
enum LookAtSpotState
{
NOT_LOOKING_AT_SPOT, // not currently looking at a point in space
LOOK_TOWARDS_SPOT, // in the process of aiming at m_lookAtSpot
LOOK_AT_SPOT, // looking at m_lookAtSpot
NUM_LOOK_AT_SPOT_STATES
}
m_lookAtSpotState;
Vector m_lookAtSpot; // the spot we're currently looking at
PriorityType m_lookAtSpotPriority;
float m_lookAtSpotDuration; // how long we need to look at the spot
float m_lookAtSpotTimestamp; // when we actually began looking at the spot
float m_lookAtSpotAngleTolerance; // how exactly we must look at the spot
bool m_lookAtSpotClearIfClose; // if true, the look at spot is cleared if it gets close to us
const char *m_lookAtDesc; // for debugging
float m_peripheralTimestamp;
enum { MAX_APPROACH_POINTS = 16 };
Vector m_approachPoint[MAX_APPROACH_POINTS];
unsigned char m_approachPointCount;
Vector m_approachPointViewPosition; // the position used when computing current approachPoint set
bool m_isWaitingToTossGrenade; // lining up throw
CountdownTimer m_tossGrenadeTimer; // timeout timer for grenade tossing
SpotEncounter *m_spotEncounter; // the spots we will encounter as we move thru our current area
float m_spotCheckTimestamp; // when to check next encounter spot
// TODO: Add timestamp for each possible client to hiding spots
enum { MAX_CHECKED_SPOTS = 64 };
struct HidingSpotCheckInfo
{
HidingSpot *spot;
float timestamp;
}
m_checkedHidingSpot[MAX_CHECKED_SPOTS];
int m_checkedHidingSpotCount;
// view angle mechanism
float m_lookPitch; // our desired look pitch angle
float m_lookPitchVel;
float m_lookYaw; // our desired look yaw angle
float m_lookYawVel;
// aim angle mechanism
mutable Vector m_eyePos;
Vector m_aimOffset; // current error added to victim's position to get actual aim spot
Vector m_aimOffsetGoal; // desired aim offset
float m_aimOffsetTimestamp; // time of next offset adjustment
float m_aimSpreadTimestamp; // time used to determine max spread as it begins to tighten up
Vector m_aimSpot; // the spot we are currently aiming to fire at
// attack state data
// behavior modifiers
enum DispositionType
{
ENGAGE_AND_INVESTIGATE, // engage enemies on sight and investigate enemy noises
OPPORTUNITY_FIRE, // engage enemies on sight, but only look towards enemy noises, dont investigate
SELF_DEFENSE, // only engage if fired on, or very close to enemy
IGNORE_ENEMIES, // ignore all enemies - useful for ducking around corners, running away, etc
NUM_DISPOSITIONS
};
DispositionType m_disposition; // how we will react to enemies
CountdownTimer m_ignoreEnemiesTimer; // how long will we ignore enemies
mutable EntityHandle<CBasePlayer> m_enemy; // our current enemy
bool m_isEnemyVisible; // result of last visibility test on enemy
unsigned char m_visibleEnemyParts; // which parts of the visible enemy do we see
Vector m_lastEnemyPosition; // last place we saw the enemy
float m_lastSawEnemyTimestamp;
float m_firstSawEnemyTimestamp;
float m_currentEnemyAcquireTimestamp;
float m_enemyDeathTimestamp; // if m_enemy is dead, this is when he died
bool m_isLastEnemyDead; // true if we killed or saw our last enemy die
int m_nearbyEnemyCount; // max number of enemies we've seen recently
unsigned int m_enemyPlace; // the location where we saw most of our enemies
struct WatchInfo
{
float timestamp;
bool isEnemy;
}
m_watchInfo[MAX_CLIENTS];
mutable EntityHandle<CBasePlayer> m_bomber; // points to bomber if we can see him
int m_nearbyFriendCount; // number of nearby teammates
mutable EntityHandle<CBasePlayer> m_closestVisibleFriend; // the closest friend we can see
mutable EntityHandle<CBasePlayer> m_closestVisibleHumanFriend; // the closest human friend we can see
CBasePlayer *m_attacker; // last enemy that hurt us (may not be same as m_enemy)
float m_attackedTimestamp; // when we were hurt by the m_attacker
int m_lastVictimID; // the entindex of the last victim we killed, or zero
bool m_isAimingAtEnemy; // if true, we are trying to aim at our enemy
bool m_isRapidFiring; // if true, RunUpkeep() will toggle our primary attack as fast as it can
IntervalTimer m_equipTimer; // how long have we had our current weapon equipped
float m_fireWeaponTimestamp;
// reaction time system
enum { MAX_ENEMY_QUEUE = 20 };
struct ReactionState
{
// NOTE: player position & orientation is not currently stored separately
EntityHandle<CBasePlayer> player;
bool isReloading;
bool isProtectedByShield;
}
m_enemyQueue[MAX_ENEMY_QUEUE]; // round-robin queue for simulating reaction times
byte m_enemyQueueIndex;
byte m_enemyQueueCount;
byte m_enemyQueueAttendIndex; // index of the timeframe we are "conscious" of
// stuck detection
bool m_isStuck;
float m_stuckTimestamp; // time when we got stuck
Vector m_stuckSpot; // the location where we became stuck
NavRelativeDirType m_wiggleDirection;
float m_wiggleTimestamp;
float m_stuckJumpTimestamp; // time for next jump when stuck
enum { MAX_VEL_SAMPLES = 5 };
float m_avgVel[MAX_VEL_SAMPLES];
int m_avgVelIndex;
int m_avgVelCount;
Vector m_lastOrigin;
// chatter mechanism
GameEventType m_lastRadioCommand; // last radio command we recieved
float m_lastRadioRecievedTimestamp; // time we recieved a radio message
float m_lastRadioSentTimestamp; // time when we send a radio message
EntityHandle<CBasePlayer> m_radioSubject; // who issued the radio message
Vector m_radioPosition; // position referred to in radio message
float m_voiceFeedbackStartTimestamp;
float m_voiceFeedbackEndTimestamp; // new-style "voice" chatter gets voice feedback
BotChatterInterface m_chatter;
// learn map mechanism
const CNavNode *m_navNodeList;
CNavNode *m_currentNode;
NavDirType m_generationDir;
NavAreaList::iterator m_analyzeIter;
enum ProcessType
{
PROCESS_NORMAL,
PROCESS_LEARN,
PROCESS_ANALYZE_ALPHA,
PROCESS_ANALYZE_BETA,
PROCESS_SAVE,
}
m_processMode;
CountdownTimer m_mumbleTimer;
CountdownTimer m_booTimer;
CountdownTimer m_relocateTimer;
};

339
dlls/bot/cs_bot_chatter.h Normal file
View File

@ -0,0 +1,339 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#define UNDEFINED_COUNT 0xFFFF
#define MAX_PLACES_PER_MAP 64
#define UNDEFINED_SUBJECT (-1)
#define COUNT_MANY 4 // equal to or greater than this is "many"
class CCSBot;
class BotChatterInterface;
typedef unsigned int PlaceCriteria;
typedef unsigned int CountCriteria;
// A meme is a unit information that bots use to
// transmit information to each other via the radio
class BotMeme {
public:
virtual void Interpret(CCSBot *sender, CCSBot *receiver) const = 0; // cause the given bot to act on this meme
};
class BotAllHostagesGoneMeme: public BotMeme {
public:
virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme
};
class BotHostageBeingTakenMeme: public BotMeme {
public:
virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme
};
class BotHelpMeme: public BotMeme {
public:
virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme
public:
Place m_place;
};
class BotBombsiteStatusMeme: public BotMeme {
public:
virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme
public:
enum StatusType { CLEAR, PLANTED };
int m_zoneIndex; // the bombsite
StatusType m_status; // whether it is cleared or the bomb is there (planted)
};
class BotBombStatusMeme: public BotMeme {
public:
virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme
public:
CSGameState::BombState m_state;
Vector m_pos;
};
class BotFollowMeme: public BotMeme {
public:
virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme
};
class BotDefendHereMeme: public BotMeme {
public:
virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme
public:
Vector m_pos;
};
class BotWhereBombMeme: public BotMeme {
public:
virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme
};
class BotRequestReportMeme: public BotMeme {
public:
virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme
};
enum BotStatementType
{
REPORT_VISIBLE_ENEMIES,
REPORT_ENEMY_ACTION,
REPORT_MY_CURRENT_TASK,
REPORT_MY_INTENTION,
REPORT_CRITICAL_EVENT,
REPORT_REQUEST_HELP,
REPORT_REQUEST_INFORMATION,
REPORT_ROUND_END,
REPORT_MY_PLAN,
REPORT_INFORMATION,
REPORT_EMOTE,
REPORT_ACKNOWLEDGE, // affirmative or negative
REPORT_ENEMIES_REMAINING,
REPORT_FRIENDLY_FIRE,
REPORT_KILLED_FRIEND,
//REPORT_ENEMY_LOST
NUM_BOT_STATEMENT_TYPES,
};
// BotSpeakables are the smallest unit of bot chatter.
// They represent a specific wav file of a phrase, and the criteria for which it is useful
class BotSpeakable {
public:
char *m_phrase;
float m_duration;
PlaceCriteria m_place;
CountCriteria m_count;
};
typedef std::vector<BotSpeakable *> BotSpeakableVector;
typedef std::vector<BotSpeakableVector *> BotVoiceBankVector;
// The BotPhrase class is a collection of Speakables associated with a name, ID, and criteria
class BotPhrase {
public:
const char *GetName() const { return m_name; }
Place GetID() const { return m_id; }
GameEventType GetRadioEquivalent() const { return m_radioEvent; }
bool IsImportant() const { return m_isImportant; } // return true if this phrase is part of an important statement
bool IsPlace() const { return m_isPlace; }
public:
friend class BotPhraseManager;
char *m_name;
Place m_id;
bool m_isPlace; // true if this is a Place phrase
GameEventType m_radioEvent;
bool m_isImportant; // mission-critical statement
mutable BotVoiceBankVector m_voiceBank; // array of voice banks (arrays of speakables)
std::vector<int> m_count; // number of speakables
mutable std::vector< int > m_index; // index of next speakable to return
int m_numVoiceBanks; // number of voice banks that have been initialized
mutable PlaceCriteria m_placeCriteria;
mutable CountCriteria m_countCriteria;
};
typedef std::list<BotPhrase *> BotPhraseList;
// The BotPhraseManager is a singleton that provides an interface to all BotPhrase collections
class BotPhraseManager {
public:
const BotPhraseList *GetPlaceList() const { return &m_placeList; }
// return time last statement of given type was emitted by a teammate for the given place
float GetPlaceStatementInterval(Place place) const;
// set time of last statement of given type was emitted by a teammate for the given place
void ResetPlaceStatementInterval(Place place) const;
public:
int FindPlaceIndex(Place where) const;
// master list of all phrase collections
BotPhraseList m_list;
// master list of all Place phrases
BotPhraseList m_placeList;
struct PlaceTimeInfo
{
Place placeID;
IntervalTimer timer;
};
mutable PlaceTimeInfo m_placeStatementHistory[MAX_PLACES_PER_MAP];
mutable int m_placeCount;
};
inline int BotPhraseManager::FindPlaceIndex(Place where) const
{
for (int i = 0; i < m_placeCount; ++i)
{
if (m_placeStatementHistory[i].placeID == where)
return i;
}
if (m_placeCount < MAX_PLACES_PER_MAP)
{
m_placeStatementHistory[++m_placeCount].placeID = where;
m_placeStatementHistory[++m_placeCount].timer.Invalidate();
return m_placeCount - 1;
}
return -1;
}
inline float BotPhraseManager::GetPlaceStatementInterval(Place place) const
{
int index = FindPlaceIndex(place);
if (index < 0)
return 999999.9f;
if (index >= m_placeCount)
return 999999.9f;
return m_placeStatementHistory[index].timer.GetElapsedTime();
}
inline void BotPhraseManager::ResetPlaceStatementInterval(Place place) const
{
int index = FindPlaceIndex(place);
if (index < 0)
return;
if (index >= m_placeCount)
return;
m_placeStatementHistory[index].timer.Reset();
}
// Statements are meaningful collections of phrases
class BotStatement {
public:
BotChatterInterface *GetChatter() const { return m_chatter; }
BotStatementType GetType() const { return m_type; } // return the type of statement this is
bool HasSubject() const { return (m_subject != UNDEFINED_SUBJECT); }
void SetSubject(int playerID) { m_subject = playerID; } // who this statement is about
int GetSubject() const { return m_subject; } // who this statement is about
void SetPlace(Place where) { m_place = where; } // explicitly set place
void SetStartTime(float timestamp) { m_startTime = timestamp; } // define the earliest time this statement can be spoken
float GetStartTime() const { return m_startTime; }
bool IsSpeaking() const { return m_isSpeaking; } // return true if this statement is currently being spoken
float GetTimestamp() const { return m_timestamp; } // get time statement was created (but not necessarily started talking)
public:
friend class BotChatterInterface;
BotChatterInterface *m_chatter; // the chatter system this statement is part of
BotStatement *m_next, *m_prev; // linked list hooks
BotStatementType m_type; // what kind of statement this is
int m_subject; // who this subject is about
Place m_place; // explicit place - note some phrases have implicit places as well
BotMeme *m_meme; // a statement can only have a single meme for now
float m_timestamp; // time when message was created
float m_startTime; // the earliest time this statement can be spoken
float m_expireTime; // time when this statement is no longer valid
float m_speakTimestamp; // time when message began being spoken
bool m_isSpeaking; // true if this statement is current being spoken
float m_nextTime; // time for next phrase to begin
enum { MAX_BOT_PHRASES = 4 };
enum ContextType
{
CURRENT_ENEMY_COUNT,
REMAINING_ENEMY_COUNT,
SHORT_DELAY,
LONG_DELAY,
ACCUMULATE_ENEMIES_DELAY,
};
struct
{
bool isPhrase;
union
{
const BotPhrase *phrase;
ContextType context;
};
}
m_statement[MAX_BOT_PHRASES];
enum { MAX_BOT_CONDITIONS = 4 };
enum ConditionType
{
IS_IN_COMBAT,
RADIO_SILENCE,
ENEMIES_REMAINING,
NUM_CONDITIONS,
};
ConditionType m_condition[MAX_BOT_CONDITIONS]; // conditions that must be true for the statement to be said
int m_conditionCount;
int m_index; // m_index refers to the phrase currently being spoken, or -1 if we havent started yet
int m_count;
};
// This class defines the interface to the bot radio chatter system
class BotChatterInterface {
public:
CCSBot *GetOwner() const { return m_me; }
int GetPitch() const { return m_pitch; }
bool SeesAtLeastOneEnemy() const { return m_seeAtLeastOneEnemy; }
public:
BotStatement *m_statementList; // list of all active/pending messages for this bot
CCSBot *m_me; // the bot this chatter is for
bool m_seeAtLeastOneEnemy;
float m_timeWhenSawFirstEnemy;
bool m_reportedEnemies;
bool m_requestedBombLocation; // true if we already asked where the bomb has been planted
int m_pitch;
IntervalTimer m_needBackupInterval;
IntervalTimer m_spottedBomberInterval;
IntervalTimer m_scaredInterval;
IntervalTimer m_planInterval;
CountdownTimer m_spottedLooseBombTimer;
CountdownTimer m_heardNoiseTimer;
CountdownTimer m_escortingHostageTimer;
};
extern BotPhraseManager *TheBotPhrases;

145
dlls/bot/cs_bot_manager.h Normal file
View File

@ -0,0 +1,145 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
extern CBotManager *TheBots;
// The manager for Counter-Strike specific bots
class CCSBotManager: public CBotManager {
public:
virtual void ClientDisconnect(CBasePlayer *pPlayer) = 0;
virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd) = 0;
virtual void ServerActivate() = 0;
virtual void ServerDeactivate() = 0;
virtual void ServerCommand(const char *pcmd) = 0;
virtual void AddServerCommand(const char *cmd) = 0;
virtual void AddServerCommands() = 0;
virtual void RestartRound() = 0; // (EXTEND) invoked when a new round begins
virtual void StartFrame() = 0; // (EXTEND) called each frame
virtual void OnEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL) = 0;
virtual unsigned int GetPlayerPriority(CBasePlayer *player) const = 0; // return priority of player (0 = max pri)
virtual bool IsImportantPlayer(CBasePlayer *player) const = 0; // return true if player is important to scenario (VIP, bomb carrier, etc)
public:
// the supported game scenarios
enum GameScenarioType
{
SCENARIO_DEATHMATCH,
SCENARIO_DEFUSE_BOMB,
SCENARIO_RESCUE_HOSTAGES,
SCENARIO_ESCORT_VIP
};
GameScenarioType GetScenario() const { return m_gameScenario; }
// "zones"
// depending on the game mode, these are bomb zones, rescue zones, etc.
enum { MAX_ZONES = 4 }; // max # of zones in a map
enum { MAX_ZONE_NAV_AREAS = 16 }; // max # of nav areas in a zone
struct Zone
{
CBaseEntity *m_entity; // the map entity
CNavArea *m_area[MAX_ZONE_NAV_AREAS]; // nav areas that overlap this zone
int m_areaCount;
Vector m_center;
bool m_isLegacy; // if true, use pev->origin and 256 unit radius as zone
int m_index;
Extent m_extent;
};
const Zone *GetZone(int i) const { return &m_zone[i]; }
int GetZoneCount() const { return m_zoneCount; }
// pick a zone at random and return it
const Zone *GetRandomZone() const
{
if (!m_zoneCount)
return NULL;
return &m_zone[RANDOM_LONG(0, m_zoneCount - 1)];
}
bool IsBombPlanted() const { return m_isBombPlanted; } // returns true if bomb has been planted
float GetBombPlantTimestamp() const { return m_bombPlantTimestamp; } // return time bomb was planted
bool IsTimeToPlantBomb() const { return (gpGlobals->time >= m_earliestBombPlantTimestamp); } // return true if it's ok to try to plant bomb
CBasePlayer *GetBombDefuser() const { return m_bombDefuser; } // return the player currently defusing the bomb, or NULL
CBaseEntity *GetLooseBomb() { return m_looseBomb; } // return the bomb if it is loose on the ground
CNavArea *GetLooseBombArea() const { return m_looseBombArea; } // return area that bomb is in/near
float GetLastSeenEnemyTimestamp() const { return m_lastSeenEnemyTimestamp; } // return the last time anyone has seen an enemy
void SetLastSeenEnemyTimestamp() { m_lastSeenEnemyTimestamp = gpGlobals->time; }
float GetRoundStartTime() const { return m_roundStartTimestamp; }
float GetElapsedRoundTime() const { return gpGlobals->time - m_roundStartTimestamp; } // return the elapsed time since the current round began
bool IsDefenseRushing() const { return m_isDefenseRushing; } // returns true if defense team has "decided" to rush this round
bool IsRoundOver() const { return m_isRoundOver; } // return true if the round has ended
unsigned int GetNavPlace() const { return m_navPlace; }
void SetNavPlace(unsigned int place) { m_navPlace = place; }
public:
GameScenarioType m_gameScenario; // what kind of game are we playing
Zone m_zone[MAX_ZONES];
int m_zoneCount;
bool m_isBombPlanted; // true if bomb has been planted
float m_bombPlantTimestamp; // time bomb was planted
float m_earliestBombPlantTimestamp; // don't allow planting until after this time has elapsed
CBasePlayer *m_bombDefuser; // the player currently defusing a bomb
EHANDLE m_looseBomb; // will be non-NULL if bomb is loose on the ground
CNavArea *m_looseBombArea; // area that bomb is is/near
bool m_isRoundOver; // true if the round has ended
float m_radioMsgTimestamp[24][2];
float m_lastSeenEnemyTimestamp;
float m_roundStartTimestamp; // the time when the current round began
bool m_isDefenseRushing; // whether defensive team is rushing this round or not
unsigned int m_navPlace;
CountdownTimer m_respawnTimer;
bool m_isRespawnStarted;
bool m_canRespawn;
bool m_bServerActive;
};
inline int OtherTeam(int team)
{
return (team == TERRORIST) ? CT : TERRORIST;
}
inline CCSBotManager *TheCSBots()
{
return reinterpret_cast<CCSBotManager *>(TheBots);
}

90
dlls/bot/cs_gamestate.h Normal file
View File

@ -0,0 +1,90 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
class CCSBot;
// This class represents the game state as known by a particular bot
class CSGameState {
public:
// bomb defuse scenario
enum BombState
{
MOVING, // being carried by a Terrorist
LOOSE, // loose on the ground somewhere
PLANTED, // planted and ticking
DEFUSED, // the bomb has been defused
EXPLODED, // the bomb has exploded
};
bool IsBombMoving() const { return (m_bombState == MOVING); }
bool IsBombLoose() const { return (m_bombState == LOOSE); }
bool IsBombPlanted() const { return (m_bombState == PLANTED); }
bool IsBombDefused() const { return (m_bombState == DEFUSED); }
bool IsBombExploded() const { return (m_bombState == EXPLODED); }
public:
CCSBot *m_owner; // who owns this gamestate
bool m_isRoundOver; // true if round is over, but no yet reset
// bomb defuse scenario
BombState GetBombState() { return m_bombState; }
BombState m_bombState; // what we think the bomb is doing
IntervalTimer m_lastSawBomber;
Vector m_bomberPos;
IntervalTimer m_lastSawLooseBomb;
Vector m_looseBombPos;
bool m_isBombsiteClear[4]; // corresponds to zone indices in CCSBotManager
int m_bombsiteSearchOrder[4]; // randomized order of bombsites to search
int m_bombsiteCount;
int m_bombsiteSearchIndex; // the next step in the search
int m_plantedBombsite; // zone index of the bombsite where the planted bomb is
bool m_isPlantedBombPosKnown; // if true, we know the exact location of the bomb
Vector m_plantedBombPos;
// hostage rescue scenario
struct HostageInfo
{
CHostage *hostage;
Vector knownPos;
bool isValid;
bool isAlive;
bool isFree; // not being escorted by a CT
}
m_hostage[MAX_HOSTAGES];
int m_hostageCount; // number of hostages left in map
CountdownTimer m_validateInterval;
bool m_allHostagesRescued; // if true, so every hostages been is rescued
bool m_haveSomeHostagesBeenTaken; // true if a hostage has been moved by a CT (and we've seen it)
};

105
dlls/buttons.h Normal file
View File

@ -0,0 +1,105 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#define SF_GLOBAL_SET BIT(0) // Set global state to initial state on spawn
class CEnvGlobal: public CPointEntity {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
string_t m_globalstate;
int m_triggermode;
int m_initialstate;
};
#define SF_ROTBUTTON_NOTSOLID BIT(0)
#define SF_ROTBUTTON_BACKWARDS BIT(1)
class CRotButton: public CBaseButton {
public:
virtual void Spawn() = 0;
virtual void Restart() = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
public:
Vector m_vecSpawn;
};
// Make this button behave like a door (HACKHACK)
// This will disable use and make the button solid
// rotating buttons were made SOLID_NOT by default since their were some
// collision problems with them...
#define SF_MOMENTARY_DOOR BIT(0)
class CMomentaryRotButton: public CBaseToggle {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
int m_lastUsed;
int m_direction;
float m_returnSpeed;
Vector m_start;
Vector m_end;
int m_sounds;
};
#define SF_SPARK_TOOGLE BIT(5)
#define SF_SPARK_IF_OFF BIT(6)
class CEnvSpark: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
public:
float m_flDelay;
};
#define SF_BTARGET_USE BIT(0)
#define SF_BTARGET_ON BIT(1)
class CButtonTarget: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual int ObjectCaps() = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};

491
dlls/cbase.h Normal file
View File

@ -0,0 +1,491 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#include "util.h"
#include "schedule.h"
#include "saverestore.h"
#include "scriptevent.h"
#include "monsterevent.h"
class CSave;
class CRestore;
class CBasePlayer;
class CBaseEntity;
class CBaseMonster;
class CBasePlayerItem;
class CSquadMonster;
class CCSEntity;
#define SetThink(a)\
m_pfnThink = static_cast<void (CBaseEntity::*)()>(a)
#define SetTouch(a)\
m_pfnTouch = static_cast<void (CBaseEntity::*)(CBaseEntity *)>(a)
#define SetUse(a)\
m_pfnUse = static_cast<void (CBaseEntity::*)(CBaseEntity *, CBaseEntity *, USE_TYPE, float)>(a)
#define SetBlocked(a)\
m_pfnBlocked = static_cast<void (CBaseEntity::*)(CBaseEntity *)>(a)
#define SetMoveDone(a)\
m_pfnCallWhenMoveDone = static_cast<void (CBaseToggle::*)()>(a)
class CBaseEntity {
public:
// Constructor. Set engine to use C/C++ callback functions
// pointers to engine data
entvars_t *pev; // Don't need to save/restore this pointer, the engine resets it
// path corners
CBaseEntity *m_pGoalEnt; // path corner we are heading towards
CBaseEntity *m_pLink; // used for temporary link-list operations.
// initialization functions
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void Restart() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Activate() = 0;
// Setup the object->object collision box (pev->mins / pev->maxs is the object->world collision box)
virtual void SetObjectCollisionBox() = 0;
// Classify - returns the type of group (i.e, "houndeye", or "human military" so that monsters with different classnames
// still realize that they are teammates. (overridden for monsters that form groups)
virtual int Classify() = 0;
virtual void DeathNotice(entvars_t *pevChild) = 0;
virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual BOOL TakeHealth(float flHealth, int bitsDamageType) = 0;
virtual void Killed(entvars_t *pevAttacker, int iGib) = 0;
virtual int BloodColor() = 0;
virtual void TraceBleed(float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) = 0;
virtual BOOL IsTriggered(CBaseEntity *pActivator) = 0;
virtual CBaseMonster *MyMonsterPointer() = 0;
virtual CSquadMonster *MySquadMonsterPointer() = 0;
virtual int GetToggleState() = 0;
virtual void AddPoints(int score, BOOL bAllowNegativeScore) = 0;
virtual void AddPointsToTeam(int score, BOOL bAllowNegativeScore) = 0;
virtual BOOL AddPlayerItem(CBasePlayerItem *pItem) = 0;
virtual BOOL RemovePlayerItem(CBasePlayerItem *pItem) = 0;
virtual int GiveAmmo(int iAmount, const char *szName, int iMax = -1) = 0;
virtual float GetDelay() = 0;
virtual int IsMoving() = 0;
virtual void OverrideReset() = 0;
virtual int DamageDecal(int bitsDamageType) = 0;
// This is ONLY used by the node graph to test movement through a door
virtual void SetToggleState(int state) = 0;
virtual void StartSneaking() = 0;
virtual void UpdateOnRemove() = 0;
virtual BOOL OnControls(entvars_t *onpev) = 0;
virtual BOOL IsSneaking() = 0;
virtual BOOL IsAlive() = 0;
virtual BOOL IsBSPModel() = 0;
virtual BOOL ReflectGauss() = 0;
virtual BOOL HasTarget(string_t targetname) = 0;
virtual BOOL IsInWorld() = 0;
virtual BOOL IsPlayer() = 0;
virtual BOOL IsNetClient() = 0;
virtual const char *TeamID() = 0;
virtual CBaseEntity *GetNextTarget() = 0;
// fundamental callbacks
void (CBaseEntity::*m_pfnThink)();
void (CBaseEntity::*m_pfnTouch)(CBaseEntity *pOther);
void (CBaseEntity::*m_pfnUse)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
void (CBaseEntity::*m_pfnBlocked)(CBaseEntity *pOther);
virtual void Think() = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType = USE_OFF, float value = 0.0f) = 0;
virtual void Blocked(CBaseEntity *pOther) = 0;
virtual CBaseEntity *Respawn() = 0;
virtual void UpdateOwner() = 0;
virtual BOOL FBecomeProne() = 0;
virtual Vector Center() = 0; // center point of entity
virtual Vector EyePosition() = 0; // position of eyes
virtual Vector EarPosition() = 0; // position of ears
virtual Vector BodyTarget(const Vector &posSrc) = 0; // position to shoot at
virtual int Illumination() = 0;
virtual BOOL FVisible(CBaseEntity *pEntity) = 0;
virtual BOOL FVisible(const Vector &vecOrigin) = 0;
public:
static CBaseEntity *Instance(edict_t *pent) { return (CBaseEntity *)GET_PRIVATE(pent ? pent : ENT(0)); }
static CBaseEntity *Instance(entvars_t *pev) { return Instance(ENT(pev)); }
static CBaseEntity *Instance(int offset) { return Instance(ENT(offset)); }
edict_t *edict();
EOFFSET eoffset();
int entindex();
int IsDormant();
bool Intersects(CBaseEntity *pOther);
bool Intersects(const Vector &mins, const Vector &maxs);
// Exports func's, useful method's for SetThink
void EXPORT SUB_CallUseToggle();
{
Use(this, this, USE_TOGGLE, 0);
}
void EXPORT SUB_Remove()
{
if (pev->health > 0)
{
// this situation can screw up monsters who can't tell their entity pointers are invalid.
pev->health = 0;
ALERT(at_aiconsole, "SUB_Remove called on entity with health > 0\n");
}
REMOVE_ENTITY(ENT(pev));
}
public:
// NOTE: it was replaced on member "int *current_ammo" because it is useless.
CCSEntity *m_pEntity;
// We use this variables to store each ammo count.
float currentammo;
int maxammo_buckshot;
int ammo_buckshot;
int maxammo_9mm;
int ammo_9mm;
int maxammo_556nato;
int ammo_556nato;
int maxammo_556natobox;
int ammo_556natobox;
int maxammo_762nato;
int ammo_762nato;
int maxammo_45acp;
int ammo_45acp;
int maxammo_50ae;
int ammo_50ae;
int maxammo_338mag;
int ammo_338mag;
int maxammo_57mm;
int ammo_57mm;
int maxammo_357sig;
int ammo_357sig;
// Special stuff for grenades and knife.
float m_flStartThrow;
float m_flReleaseThrow;
int m_iSwing;
// client has left the game
bool has_disconnected;
};
// Inlines
inline BOOL FNullEnt(CBaseEntity *ent) { return (ent == NULL || FNullEnt(ent->edict())); }
class CPointEntity: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual int ObjectCaps() = 0;
};
// generic Delay entity
class CBaseDelay: public CBaseEntity {
public:
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
public:
float m_flDelay;
string_t m_iszKillTarget;
};
class CBaseAnimating: public CBaseDelay {
public:
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void HandleAnimEvent(MonsterEvent_t *pEvent) = 0;
public:
// animation needs
float m_flFrameRate; // computed FPS for current sequence
float m_flGroundSpeed; // computed linear movement rate for current sequence
float m_flLastEventCheck; // last time the event list was checked
BOOL m_fSequenceFinished; // flag set when StudioAdvanceFrame moves across a frame boundry
BOOL m_fSequenceLoops; // true if the sequence loops
};
// EHANDLE. Safe way to point to CBaseEntities who may die between frames
class EHANDLE {
public:
edict_t *Get();
edict_t *Set(edict_t *pent);
operator int();
operator CBaseEntity*();
operator CBasePlayer*();
CBaseEntity *operator=(CBaseEntity *pEntity);
CBaseEntity *operator->();
private:
edict_t *m_pent;
int m_serialnumber;
};
// generic Toggle entity.
class CBaseToggle: public CBaseAnimating {
public:
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int GetToggleState() = 0;
virtual float GetDelay() = 0;
public:
TOGGLE_STATE m_toggle_state;
float m_flActivateFinished; // like attack_finished, but for doors
float m_flMoveDistance; // how far a door should slide or rotate
float m_flWait;
float m_flLip;
float m_flTWidth; // for plats
float m_flTLength; // for plats
Vector m_vecPosition1;
Vector m_vecPosition2;
Vector m_vecAngle1;
Vector m_vecAngle2;
int m_cTriggersLeft; // trigger_counter only, # of activations remaining
float m_flHeight;
EHANDLE m_hActivator;
void (CBaseToggle::*m_pfnCallWhenMoveDone)();
Vector m_vecFinalDest;
Vector m_vecFinalAngle;
int m_bitsDamageInflict; // DMG_ damage type that the door or tigger does
string_t m_sMaster; // If this button has a master switch, this is the targetname.
// A master switch must be of the multisource type. If all
// of the switches in the multisource have been triggered, then
// the button will be allowed to operate. Otherwise, it will be
// deactivated.
};
#include "world.h"
#include "basemonster.h"
#include "player.h"
#define SF_BUTTON_DONTMOVE BIT(0)
#define SF_BUTTON_TOGGLE BIT(5) // button stays pushed until reactivated
#define SF_BUTTON_SPARK_IF_OFF BIT(6) // button sparks in OFF state
#define SF_BUTTON_TOUCH_ONLY BIT(8) // button only fires as a result of USE key.
// Generic Button
class CBaseButton: public CBaseToggle {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void Restart() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0; // Buttons that don't take damage can be IMPULSE used
public:
BOOL m_fStayPushed; // button stays pushed in until touched again?
BOOL m_fRotating; // a rotating button? default is a sliding button.
string_t m_strChangeTarget; // if this field is not null, this is an index into the engine string array.
// when this button is touched, it's target entity's TARGET field will be set
// to the button's ChangeTarget. This allows you to make a func_train switch paths, etc.
locksound_t m_ls; // door lock sounds
byte m_bLockedSound; // ordinals from entity selection
byte m_bLockedSentence;
byte m_bUnlockedSound;
byte m_bUnlockedSentence;
int m_sounds;
};
// MultiSouce
#define MAX_MS_TARGETS 32 // maximum number of targets a single multisource entity may be assigned.
#define SF_MULTI_INIT BIT(0)
class CMultiSource: public CPointEntity {
public:
virtual void Spawn() = 0;
virtual void Restart() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual BOOL IsTriggered(CBaseEntity *pActivator) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
EHANDLE m_rgEntities[MAX_MS_TARGETS];
int m_rgTriggered[MAX_MS_TARGETS];
int m_iTotal;
string_t m_globalstate;
};
#define SF_WORLD_DARK BIT(0) // Fade from black at startup
#define SF_WORLD_TITLE BIT(1) // Display game title at startup
#define SF_WORLD_FORCETEAM BIT(2) // Force teams
// This spawns first when each level begins.
class CWorld: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
};
// Converts a entvars_t * to a class pointer
// It will allocate the class and entity if necessary
template <class T>
T *GetClassPtr(T *a)
{
entvars_t *pev = (entvars_t *)a;
// allocate entity if necessary
if (pev == nullptr)
pev = VARS(CREATE_ENTITY());
// get the private data
a = (T *)GET_PRIVATE(ENT(pev));
if (a == nullptr)
{
// allocate private data
a = new(pev) T;
a->pev = pev;
}
return a;
}
// Inlines
inline edict_t *CBaseEntity::edict()
{
return ENT(pev);
}
inline EOFFSET CBaseEntity::eoffset()
{
return OFFSET(pev);
}
inline int CBaseEntity::entindex()
{
return ENTINDEX(edict());
}
inline int CBaseEntity::IsDormant()
{
return (pev->flags & FL_DORMANT) == FL_DORMANT;
}
inline bool CBaseEntity::Intersects(CBaseEntity *pOther)
{
return Intersects(pOther->pev->absmin, pOther->pev->absmax);
}
inline bool CBaseEntity::Intersects(const Vector &mins, const Vector &maxs)
{
if (mins.x > pev->absmax.x
|| mins.y > pev->absmax.y
|| mins.z > pev->absmax.z
|| maxs.x < pev->absmin.x
|| maxs.y < pev->absmin.y
|| maxs.z < pev->absmin.z)
{
return false;
}
return true;
}
inline edict_t *EHANDLE::Get()
{
if (!m_pent || m_pent->serialnumber != m_serialnumber)
return nullptr;
return m_pent;
}
inline edict_t *EHANDLE::Set(edict_t *pent)
{
m_pent = pent;
if (pent)
m_serialnumber = pent->serialnumber;
return pent;
}
inline EHANDLE::operator int()
{
return Get() != nullptr;
}
inline EHANDLE::operator CBaseEntity *()
{
return (CBaseEntity *)GET_PRIVATE(Get());
}
inline EHANDLE::operator CBasePlayer *()
{
return static_cast<CBasePlayer *>(GET_PRIVATE(Get()));
}
inline CBaseEntity *EHANDLE::operator=(CBaseEntity *pEntity)
{
if (pEntity)
{
m_pent = ENT(pEntity->pev);
if (m_pent)
m_serialnumber = m_pent->serialnumber;
}
else
{
m_pent = nullptr;
m_serialnumber = 0;
}
return pEntity;
}
inline CBaseEntity *EHANDLE::operator->()
{
return (CBaseEntity *)GET_PRIVATE(Get());
}

120
dlls/cdll_dll.h Normal file
View File

@ -0,0 +1,120 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
const int MAX_WEAPON_SLOTS = 5; // hud item selection slots
const int MAX_ITEM_TYPES = 6; // hud item selection slots
const int MAX_AMMO_SLOTS = 32; // not really slots
const int MAX_ITEMS = 4; // hard coded item types
const int DEFAULT_FOV = 90; // the default field of view
#define HIDEHUD_WEAPONS BIT(0)
#define HIDEHUD_FLASHLIGHT BIT(1)
#define HIDEHUD_ALL BIT(2)
#define HIDEHUD_HEALTH BIT(3)
#define HIDEHUD_TIMER BIT(4)
#define HIDEHUD_MONEY BIT(5)
#define HIDEHUD_CROSSHAIR BIT(6)
#define HIDEHUD_OBSERVER_CROSSHAIR BIT(7)
#define STATUSICON_HIDE 0
#define STATUSICON_SHOW 1
#define STATUSICON_FLASH 2
#define HUD_PRINTNOTIFY 1
#define HUD_PRINTCONSOLE 2
#define HUD_PRINTTALK 3
#define HUD_PRINTCENTER 4
#define HUD_PRINTRADIO 5
#define STATUS_NIGHTVISION_ON 1
#define STATUS_NIGHTVISION_OFF 0
#define ITEM_STATUS_NIGHTVISION BIT(0)
#define ITEM_STATUS_DEFUSER BIT(1)
#define SCORE_STATUS_DEAD BIT(0)
#define SCORE_STATUS_BOMB BIT(1)
#define SCORE_STATUS_VIP BIT(2)
// player data iuser3
#define PLAYER_CAN_SHOOT BIT(0)
#define PLAYER_FREEZE_TIME_OVER BIT(1)
#define PLAYER_IN_BOMB_ZONE BIT(2)
#define PLAYER_HOLDING_SHIELD BIT(3)
#define MENU_KEY_1 BIT(0)
#define MENU_KEY_2 BIT(1)
#define MENU_KEY_3 BIT(2)
#define MENU_KEY_4 BIT(3)
#define MENU_KEY_5 BIT(4)
#define MENU_KEY_6 BIT(5)
#define MENU_KEY_7 BIT(6)
#define MENU_KEY_8 BIT(7)
#define MENU_KEY_9 BIT(8)
#define MENU_KEY_0 BIT(9)
#define HUD_PRINTNOTIFY 1
#define HUD_PRINTCONSOLE 2
#define HUD_PRINTTALK 3
#define HUD_PRINTCENTER 4
#define WEAPON_SUIT 31
#define WEAPON_ALLWEAPONS (~(1<<WEAPON_SUIT))
// custom enum
enum VGUIMenu
{
VGUI_Menu_Team = 2,
VGUI_Menu_MapBriefing = 4,
VGUI_Menu_Class_T = 26,
VGUI_Menu_Class_CT,
VGUI_Menu_Buy,
VGUI_Menu_Buy_Pistol,
VGUI_Menu_Buy_ShotGun,
VGUI_Menu_Buy_Rifle,
VGUI_Menu_Buy_SubMachineGun,
VGUI_Menu_Buy_MachineGun,
VGUI_Menu_Buy_Item,
};
// custom enum
enum VGUIMenuSlot
{
VGUI_MenuSlot_Buy_Pistol = 1,
VGUI_MenuSlot_Buy_ShotGun,
VGUI_MenuSlot_Buy_SubMachineGun,
VGUI_MenuSlot_Buy_Rifle,
VGUI_MenuSlot_Buy_MachineGun,
VGUI_MenuSlot_Buy_PrimAmmo,
VGUI_MenuSlot_Buy_SecAmmo,
VGUI_MenuSlot_Buy_Item,
};

98
dlls/client.h Normal file
View File

@ -0,0 +1,98 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
// custom enum
enum ChooseTeamMenuSlot
{
MENU_SLOT_TEAM_UNDEFINED = -1,
MENU_SLOT_TEAM_TERRORIST = 1,
MENU_SLOT_TEAM_CT,
MENU_SLOT_TEAM_VIP,
MENU_SLOT_TEAM_RANDOM = 5,
MENU_SLOT_TEAM_SPECT
};
// custom enum
enum BuyItemMenuSlot
{
MENU_SLOT_ITEM_VEST = 1,
MENU_SLOT_ITEM_VESTHELM,
MENU_SLOT_ITEM_FLASHGREN,
MENU_SLOT_ITEM_HEGREN,
MENU_SLOT_ITEM_SMOKEGREN,
MENU_SLOT_ITEM_NVG,
MENU_SLOT_ITEM_DEFUSEKIT,
MENU_SLOT_ITEM_SHIELD,
};
#define CS_NUM_SKIN 4
#define CZ_NUM_SKIN 5
#define FIELD_ORIGIN0 0
#define FIELD_ORIGIN1 1
#define FIELD_ORIGIN2 2
#define FIELD_ANGLES0 3
#define FIELD_ANGLES1 4
#define FIELD_ANGLES2 5
#define CUSTOMFIELD_ORIGIN0 0
#define CUSTOMFIELD_ORIGIN1 1
#define CUSTOMFIELD_ORIGIN2 2
#define CUSTOMFIELD_ANGLES0 3
#define CUSTOMFIELD_ANGLES1 4
#define CUSTOMFIELD_ANGLES2 5
#define CUSTOMFIELD_SKIN 6
#define CUSTOMFIELD_SEQUENCE 7
#define CUSTOMFIELD_ANIMTIME 8
typedef struct
{
float m_fTimeEnteredPVS;
} ENTITYPVSSTATUS;
const int MAX_ENTITIES = 1380;
struct PLAYERPVSSTATUS
{
ENTITYPVSSTATUS m_Status[MAX_ENTITIES];
int headnode;
int num_leafs;
short int leafnums[MAX_ENT_LEAFS];
};
struct entity_field_alias_t
{
char name[32];
int field;
};

50
dlls/csbot_dll.h Normal file
View File

@ -0,0 +1,50 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#include "../game_shared/GameEvent.h"
#include "../game_shared/bot/bot_util.h"
#include "../game_shared/bot/simple_state_machine.h"
#include "../game_shared/steam_util.h"
#include "../game_shared/counter.h"
#include "../game_shared/bot/bot_manager.h"
#include "../game_shared/bot/bot_constants.h"
#include "../game_shared/bot/bot.h"
#include "../game_shared/shared_util.h"
#include "../game_shared/bot/bot_profile.h"
#include "../game_shared/bot/improv.h"
#include "../game_shared/bot/nav.h"
#include "../game_shared/bot/nav_node.h"
#include "../game_shared/bot/nav_area.h"
#include "../game_shared/bot/nav_path.h"
#include "../dlls/hostage/hostage.h"
#include "../dlls/hostage/hostage_localnav.h"
#include "../dlls/bot/cs_bot.h"

88
dlls/decals.h Normal file
View File

@ -0,0 +1,88 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#define DEFINE_DECAL(name)\
{ name, 0 }
enum decal_e
{
DECAL_GUNSHOT1 = 0,
DECAL_GUNSHOT2,
DECAL_GUNSHOT3,
DECAL_GUNSHOT4,
DECAL_GUNSHOT5,
DECAL_LAMBDA1,
DECAL_LAMBDA2,
DECAL_LAMBDA3,
DECAL_LAMBDA4,
DECAL_LAMBDA5,
DECAL_LAMBDA6,
DECAL_SCORCH1,
DECAL_SCORCH2,
DECAL_BLOOD1,
DECAL_BLOOD2,
DECAL_BLOOD3,
DECAL_BLOOD4,
DECAL_BLOOD5,
DECAL_BLOOD6,
DECAL_YBLOOD1,
DECAL_YBLOOD2,
DECAL_YBLOOD3,
DECAL_YBLOOD4,
DECAL_YBLOOD5,
DECAL_YBLOOD6,
DECAL_GLASSBREAK1,
DECAL_GLASSBREAK2,
DECAL_GLASSBREAK3,
DECAL_BIGSHOT1,
DECAL_BIGSHOT2,
DECAL_BIGSHOT3,
DECAL_BIGSHOT4,
DECAL_BIGSHOT5,
DECAL_SPIT1,
DECAL_SPIT2,
DECAL_BPROOF1, // Bulletproof glass decal
DECAL_GARGSTOMP1, // Gargantua stomp crack
DECAL_SMALLSCORCH1, // Small scorch mark
DECAL_SMALLSCORCH2, // Small scorch mark
DECAL_SMALLSCORCH3, // Small scorch mark
DECAL_MOMMABIRTH, // Big momma birth splatter
DECAL_MOMMASPLAT,
DECAL_END
};
typedef struct
{
char *name;
int index;
} DLL_DECALLIST;
extern DLL_DECALLIST gDecals[DECAL_END];

92
dlls/doors.h Normal file
View File

@ -0,0 +1,92 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
const float DOOR_SENTENCEWAIT = 6.0f;
const float DOOR_SOUNDWAIT = 3.0f;
const float BUTTON_SOUNDWAIT = 0.5f;
#define SF_DOOR_START_OPEN BIT(0)
#define SF_DOOR_PASSABLE BIT(3)
#define SF_DOOR_NO_AUTO_RETURN BIT(5)
#define SF_DOOR_USE_ONLY BIT(8) // door must be opened by player's use button.
#define SF_DOOR_TOUCH_ONLY_CLIENTS BIT(10) // Only clients can touch
#define SF_DOOR_ACTUALLY_WATER BIT(31) // This bit marks that func_door are actually func_water
class CBaseDoor: public CBaseToggle {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void Restart() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void SetToggleState(int state) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
virtual void Blocked(CBaseEntity *pOther) = 0;
public:
byte m_bHealthValue; // some doors are medi-kit doors, they give players health
byte m_bMoveSnd; // sound a door makes while moving
byte m_bStopSnd; // sound a door makes when it stops
locksound_t m_ls; // door lock sounds
byte m_bLockedSound; // ordinals from entity selection
byte m_bLockedSentence;
byte m_bUnlockedSound;
byte m_bUnlockedSentence;
float m_lastBlockedTimestamp;
};
#define SF_DOOR_ROTATE_BACKWARDS BIT(1)
#define SF_DOOR_ROTATE_ONEWAY BIT(4)
#define SF_DOOR_ROTATE_Z BIT(6)
#define SF_DOOR_ROTATE_X BIT(7)
class CRotDoor: public CBaseDoor {
public:
virtual void Spawn() = 0;
virtual void Restart() = 0;
virtual void SetToggleState(int state) = 0;
};
class CMomentaryDoor: public CBaseToggle {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
byte m_bMoveSnd; // sound a door makes while moving
};

409
dlls/effects.h Normal file
View File

@ -0,0 +1,409 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#define SF_SPRITE_STARTON BIT(0)
#define SF_SPRITE_ONCE BIT(1)
#define SF_SPRITE_TEMPORARY BIT(15)
class CSprite: public CPointEntity {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void Restart() = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
void SetAttachment(edict_t *pEntity, int attachment)
{
if (pEntity)
{
pev->skin = ENTINDEX(pEntity);
pev->body = attachment;
pev->aiment = pEntity;
pev->movetype = MOVETYPE_FOLLOW;
}
}
float Frames() const { return m_maxFrame; }
void SetTransparency(int rendermode, int r, int g, int b, int a, int fx)
{
pev->rendermode = rendermode;
pev->rendercolor.x = r;
pev->rendercolor.y = g;
pev->rendercolor.z = b;
pev->renderamt = a;
pev->renderfx = fx;
}
void SetTexture(int spriteIndex) { pev->modelindex = spriteIndex; }
void SetScale(float scale) { pev->scale = scale; }
void SetColor(int r, int g, int b) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; }
void SetBrightness(int brightness) { pev->renderamt = brightness; }
void AnimateAndDie(float framerate)
{
SetThink(&CSprite::AnimateUntilDead);
pev->framerate = framerate;
pev->dmgtime = gpGlobals->time + (m_maxFrame / framerate);
pev->nextthink = gpGlobals->time;
}
private:
float m_lastTime;
float m_maxFrame;
};
#define SF_BEAM_STARTON BIT(0)
#define SF_BEAM_TOGGLE BIT(1)
#define SF_BEAM_RANDOM BIT(2)
#define SF_BEAM_RING BIT(3)
#define SF_BEAM_SPARKSTART BIT(4)
#define SF_BEAM_SPARKEND BIT(5)
#define SF_BEAM_DECALS BIT(6)
#define SF_BEAM_SHADEIN BIT(7)
#define SF_BEAM_SHADEOUT BIT(8)
#define SF_BEAM_TEMPORARY BIT(15)
class CBeam: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int ObjectCaps() = 0;
virtual Vector Center() = 0;
public:
void SetType(int type) { pev->rendermode = (pev->rendermode & 0xF0) | (type & 0x0F); }
void SetFlags(int flags) { pev->rendermode = (pev->rendermode & 0x0F) | (flags & 0xF0); }
void SetStartPos(const Vector &pos) { pev->origin = pos; }
void SetEndPos(const Vector &pos) { pev->angles = pos; }
void SetStartEntity(int entityIndex);
void SetEndEntity(int entityIndex);
void SetStartAttachment(int attachment) { pev->sequence = (pev->sequence & 0x0FFF) | ((attachment & 0xF) << 12); }
void SetEndAttachment(int attachment) { pev->skin = (pev->skin & 0x0FFF) | ((attachment & 0xF) << 12); }
void SetTexture(int spriteIndex) { pev->modelindex = spriteIndex; }
void SetWidth(int width) { pev->scale = width; }
void SetNoise(int amplitude) { pev->body = amplitude; }
void SetColor(int r, int g, int b) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; }
void SetBrightness(int brightness) { pev->renderamt = brightness; }
void SetFrame(float frame) { pev->frame = frame; }
void SetScrollRate(int speed) { pev->animtime = speed; }
int GetType() const { return pev->rendermode & 0x0F; }
int GetFlags() const { return pev->rendermode & 0xF0; }
int GetStartEntity() const { return pev->sequence & 0xFFF; }
int GetEndEntity() const { return pev->skin & 0xFFF; }
const Vector &GetStartPos();
const Vector &GetEndPos();
int GetTexture() const { return pev->modelindex; }
int GetWidth() const { return pev->scale; }
int GetNoise() const { return pev->body; }
int GetBrightness() const { return pev->renderamt; }
int GetFrame() const { return pev->frame; }
int GetScrollRate() const { return pev->animtime; }
void LiveForTime(float time)
{
SetThink(&CBeam::SUB_Remove);
pev->nextthink = gpGlobals->time + time;
}
void BeamDamageInstant(TraceResult *ptr, float damage)
{
pev->dmg = damage;
pev->dmgtime = gpGlobals->time - 1;
BeamDamage(ptr);
}
};
class CLaser: public CBeam {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
CSprite *m_pSprite;
int m_iszSpriteName;
Vector m_firePosition;
};
#define SF_BUBBLES_STARTOFF BIT(0)
class CBubbling: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
int m_density;
int m_frequency;
int m_bubbleModel;
int m_state;
};
class CLightning: public CBeam {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void Activate() = 0;
public:
inline BOOL ServerSide() const
{
if (!m_life && !(pev->spawnflags & SF_BEAM_RING))
return TRUE;
return FALSE;
}
public:
int m_active;
int m_iszStartEntity;
int m_iszEndEntity;
float m_life;
int m_boltWidth;
int m_noiseAmplitude;
int m_brightness;
int m_speed;
float m_restrike;
int m_spriteTexture;
int m_iszSpriteName;
int m_frameStart;
float m_radius;
};
class CGlow: public CPointEntity {
public:
virtual void Spawn() = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void Think() = 0;
public:
float m_lastTime;
float m_maxFrame;
};
class CBombGlow: public CSprite {
public:
virtual void Spawn() = 0;
virtual void Think() = 0;
public:
float m_lastTime;
float m_tmBeepPeriod;
bool m_bSetModel;
};
#define SF_GIBSHOOTER_REPEATABLE BIT(0)
class CGibShooter: public CBaseDelay {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
virtual CGib *CreateGib() = 0;
public:
int m_iGibs;
int m_iGibCapacity;
int m_iGibMaterial;
int m_iGibModelIndex;
float m_flGibVelocity;
float m_flVariance;
float m_flGibLife;
};
class CEnvShooter: public CGibShooter {
public:
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual CGib *CreateGib() = 0;
};
const int MAX_BEAM = 24;
class CTestEffect: public CBaseDelay {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
int m_iLoop;
int m_iBeam;
CBeam *m_pBeam[MAX_BEAM];
float m_flBeamTime[MAX_BEAM];
float m_flStartTime;
};
#define SF_BLOOD_RANDOM BIT(0)
#define SF_BLOOD_STREAM BIT(1)
#define SF_BLOOD_PLAYER BIT(2)
#define SF_BLOOD_DECAL BIT(3)
class CBlood: public CPointEntity {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
int Color() const { return pev->impulse; }
float BloodAmount() const { return pev->dmg; }
void SetColor(int color) { pev->impulse = color; }
void SetBloodAmount(float amount) { pev->dmg = amount; }
};
#define SF_SHAKE_EVERYONE BIT(0)
#define SF_SHAKE_DISRUPT BIT(1)
#define SF_SHAKE_INAIR BIT(2)
class CShake: public CPointEntity {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
float Amplitude() const { return pev->scale; }
float Frequency() const { return pev->dmg_save; }
float Duration() const { return pev->dmg_take; }
float Radius() const { return pev->dmg; }
void SetAmplitude(float amplitude) { pev->scale = amplitude; }
void SetFrequency(float frequency) { pev->dmg_save = frequency; }
void SetDuration(float duration) { pev->dmg_take = duration; }
void SetRadius(float radius) { pev->dmg = radius; }
};
#define SF_FADE_IN BIT(0)
#define SF_FADE_MODULATE BIT(1)
#define SF_FADE_ONLYONE BIT(2)
class CFade: public CPointEntity {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
float Duration() const { return pev->dmg_take; }
float HoldTime() const { return pev->dmg_save; }
void SetDuration(float duration) { pev->dmg_take = duration; }
void SetHoldTime(float hold) { pev->dmg_save = hold; }
};
#define SF_MESSAGE_ONCE BIT(0) // Fade in, not out
#define SF_MESSAGE_ALL BIT(1) // Send to all clients
class CMessage: public CPointEntity {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
#define SF_FUNNEL_REVERSE BIT(0)
class CEnvFunnel: public CBaseDelay {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
int m_iSprite;
};
class CEnvBeverage: public CBaseDelay {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
class CItemSoda: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
};
// Inlines
inline void CBeam::SetStartEntity(int entityIndex)
{
pev->sequence = (entityIndex & 0x0FFF) | ((pev->sequence & 0xF000) << 12);
pev->owner = INDEXENT(entityIndex);
}
inline void CBeam::SetEndEntity(int entityIndex)
{
pev->skin = (entityIndex & 0x0FFF) | ((pev->skin & 0xF000) << 12);
pev->aiment = INDEXENT(entityIndex);
}
inline const Vector &CBeam::GetStartPos()
{
if (GetType() == BEAM_ENTS)
{
edict_t *pent = INDEXENT(GetStartEntity());
return pent->v.origin;
}
return pev->origin;
}
inline const Vector &CBeam::GetEndPos()
{
int type = GetType();
if (type == BEAM_POINTS || type == BEAM_HOSE)
{
return pev->angles;
}
edict_t *pent = INDEXENT(GetEndEntity());
if (pent)
{
return pent->v.origin;
}
return pev->angles;
}

204
dlls/ehandle.h Normal file
View File

@ -0,0 +1,204 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
// Safe way to point to CBaseEntities who may die between frames.
template <typename T = CBaseEntity>
class EntityHandle
{
public:
EntityHandle() : m_edict(nullptr), m_serialnumber(0) {}
EntityHandle(const EntityHandle<T> &other);
// Cast to base class
// NOTE: this is a unsafe method
template <typename I>
I *Get() const
{
return (I *)((T *)(this));
}
edict_t *Get() const;
edict_t *Set(edict_t *pEdict);
bool IsValid() const;
int GetSerialNumber() const;
bool operator==(T *pEntity) const;
operator int() const;
operator T *() const;
T *operator=(T *pEntity);
T *operator->();
// Copy the ehandle.
EntityHandle<T>& operator=(const EntityHandle<T> &other);
private:
edict_t *m_edict;
int m_serialnumber;
};
// Short alias
using EHandle = EntityHandle<>;
using EHANDLE = EHandle;
// Inlines
template <typename T>
inline bool FNullEnt(EntityHandle<T> &hent)
{
return (!hent || FNullEnt(OFFSET(hent.Get())));
}
// Copy constructor
template <typename T>
EntityHandle<T>::EntityHandle(const EntityHandle<T> &other)
{
m_edict = other.m_edict;
m_serialnumber = other.m_serialnumber;
}
template <typename T>
inline edict_t *EntityHandle<T>::Get() const
{
if (!m_edict || m_edict->serialnumber != m_serialnumber || m_edict->free)
{
return nullptr;
}
return m_edict;
}
template <typename T>
inline edict_t *EntityHandle<T>::Set(edict_t *pEdict)
{
m_edict = pEdict;
if (pEdict)
{
m_serialnumber = pEdict->serialnumber;
}
return pEdict;
}
// Returns whether this handle is valid.
template <typename T>
inline bool EntityHandle<T>::IsValid() const
{
edict_t *pEdict = Get();
if (!pEdict)
{
return false;
}
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pEdict);
if (!pEntity)
{
return false;
}
return true;
}
// CBaseEntity serial number.
// Used to determine if the entity is still valid.
template <typename T>
inline int EntityHandle<T>::GetSerialNumber() const
{
return m_serialnumber;
}
template <typename T>
inline bool EntityHandle<T>::operator==(T *pEntity) const
{
assert(("EntityHandle<T>::operator==: got a nullptr pointer!", pEntity != nullptr));
if (m_serialnumber != pEntity->edict()->serialnumber)
{
return false;
}
return m_edict == pEntity->edict();
}
template <typename T>
inline EntityHandle<T>::operator int() const
{
return Get() != nullptr;
}
// Gets the Entity this handle refers to.
// Returns null if invalid.
template <typename T>
inline EntityHandle<T>::operator T *() const
{
return (T *)GET_PRIVATE(Get());
}
// Assigns the given entity to this handle.
template <typename T>
inline T *EntityHandle<T>::operator=(T *pEntity)
{
if (pEntity)
{
m_edict = ENT(pEntity->pev);
if (m_edict)
{
m_serialnumber = m_edict->serialnumber;
}
}
else
{
m_edict = nullptr;
m_serialnumber = 0;
}
return pEntity;
}
template <typename T>
inline T *EntityHandle<T>::operator->()
{
edict_t *pEdict = Get();
assert(("EntityHandle<T>::operator->: pointer is nullptr!", pEdict != nullptr));
T *pEntity = (T *)GET_PRIVATE(pEdict);
assert(("EntityHandle<T>::operator->: pvPrivateData is nullptr!", pEntity != nullptr));
return pEntity;
}
// Makes this handle refer to the same entity as the given handle.
template <typename T>
inline EntityHandle<T>& EntityHandle<T>::operator=(const EntityHandle<T> &other)
{
m_edict = other.m_edict;
m_serialnumber = other.m_serialnumber;
return (*this);
}

185
dlls/enginecallback.h Normal file
View File

@ -0,0 +1,185 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#include "event_flags.h"
// Must be provided by user of this code
extern enginefuncs_t g_engfuncs;
// The actual engine callbacks
#define GETPLAYERUSERID (*g_engfuncs.pfnGetPlayerUserId)
#define PRECACHE_MODEL (*g_engfuncs.pfnPrecacheModel)
#define PRECACHE_SOUND (*g_engfuncs.pfnPrecacheSound)
#define PRECACHE_GENERIC (*g_engfuncs.pfnPrecacheGeneric)
#define SET_MODEL (*g_engfuncs.pfnSetModel)
#define MODEL_INDEX (*g_engfuncs.pfnModelIndex)
#define MODEL_FRAMES (*g_engfuncs.pfnModelFrames)
#define SET_SIZE (*g_engfuncs.pfnSetSize)
#define CHANGE_LEVEL (*g_engfuncs.pfnChangeLevel)
#define GET_SPAWN_PARMS (*g_engfuncs.pfnGetSpawnParms)
#define SAVE_SPAWN_PARMS (*g_engfuncs.pfnSaveSpawnParms)
#define VEC_TO_YAW (*g_engfuncs.pfnVecToYaw)
#define VEC_TO_ANGLES (*g_engfuncs.pfnVecToAngles)
#define MOVE_TO_ORIGIN (*g_engfuncs.pfnMoveToOrigin)
#define oldCHANGE_YAW (*g_engfuncs.pfnChangeYaw)
#define CHANGE_PITCH (*g_engfuncs.pfnChangePitch)
#define MAKE_VECTORS (*g_engfuncs.pfnMakeVectors)
#define CREATE_ENTITY (*g_engfuncs.pfnCreateEntity)
#define REMOVE_ENTITY (*g_engfuncs.pfnRemoveEntity)
#define CREATE_NAMED_ENTITY (*g_engfuncs.pfnCreateNamedEntity)
#define MAKE_STATIC (*g_engfuncs.pfnMakeStatic)
#define ENT_IS_ON_FLOOR (*g_engfuncs.pfnEntIsOnFloor)
#define DROP_TO_FLOOR (*g_engfuncs.pfnDropToFloor)
#define WALK_MOVE (*g_engfuncs.pfnWalkMove)
#define SET_ORIGIN (*g_engfuncs.pfnSetOrigin)
#define EMIT_SOUND_DYN2 (*g_engfuncs.pfnEmitSound)
#define BUILD_SOUND_MSG (*g_engfuncs.pfnBuildSoundMsg)
#define TRACE_LINE (*g_engfuncs.pfnTraceLine)
#define TRACE_TOSS (*g_engfuncs.pfnTraceToss)
#define TRACE_MONSTER_HULL (*g_engfuncs.pfnTraceMonsterHull)
#define TRACE_HULL (*g_engfuncs.pfnTraceHull)
#define TRACE_MODEL (*g_engfuncs.pfnTraceModel)
#define GET_AIM_VECTOR (*g_engfuncs.pfnGetAimVector)
#define SERVER_COMMAND (*g_engfuncs.pfnServerCommand)
#define SERVER_EXECUTE (*g_engfuncs.pfnServerExecute)
#define CLIENT_COMMAND (*g_engfuncs.pfnClientCommand)
#define PARTICLE_EFFECT (*g_engfuncs.pfnParticleEffect)
#define LIGHT_STYLE (*g_engfuncs.pfnLightStyle)
#define DECAL_INDEX (*g_engfuncs.pfnDecalIndex)
#define POINT_CONTENTS (*g_engfuncs.pfnPointContents)
#define CRC32_INIT (*g_engfuncs.pfnCRC32_Init)
#define CRC32_PROCESS_BUFFER (*g_engfuncs.pfnCRC32_ProcessBuffer)
#define CRC32_PROCESS_BYTE (*g_engfuncs.pfnCRC32_ProcessByte)
#define CRC32_FINAL (*g_engfuncs.pfnCRC32_Final)
#define RANDOM_LONG (*g_engfuncs.pfnRandomLong)
#define RANDOM_FLOAT (*g_engfuncs.pfnRandomFloat)
#define ADD_SERVER_COMMAND (*g_engfuncs.pfnAddServerCommand)
#define SET_CLIENT_LISTENING (*g_engfuncs.pfnVoice_SetClientListening)
#define GETPLAYERAUTHID (*g_engfuncs.pfnGetPlayerAuthId)
#define GET_FILE_SIZE (*g_engfuncs.pfnGetFileSize)
#define GET_APPROX_WAVE_PLAY_LEN (*g_engfuncs.pfnGetApproxWavePlayLen)
#define IS_CAREER_MATCH (*g_engfuncs.pfnIsCareerMatch)
#define GET_LOCALIZED_STRING_LENGTH (*g_engfuncs.pfnGetLocalizedStringLength)
#define REGISTER_TUTOR_MESSAGE_SHOWN (*g_engfuncs.pfnRegisterTutorMessageShown)
#define GET_TIMES_TUTOR_MESSAGE_SHOWN (*g_engfuncs.pfnGetTimesTutorMessageShown)
#define ENG_CHECK_PARM (*g_engfuncs.pfnEngCheckParm)
inline void MESSAGE_BEGIN(int msg_dest, int msg_type, const float *pOrigin = nullptr, edict_t *ed = nullptr)
{
(*g_engfuncs.pfnMessageBegin)(msg_dest, msg_type, pOrigin, ed);
}
inline void *GET_PRIVATE(edict_t *pent)
{
if (pent)
{
return pent->pvPrivateData;
}
return nullptr;
}
#define MESSAGE_END (*g_engfuncs.pfnMessageEnd)
#define WRITE_BYTE (*g_engfuncs.pfnWriteByte)
#define WRITE_CHAR (*g_engfuncs.pfnWriteChar)
#define WRITE_SHORT (*g_engfuncs.pfnWriteShort)
#define WRITE_LONG (*g_engfuncs.pfnWriteLong)
#define WRITE_ANGLE (*g_engfuncs.pfnWriteAngle)
#define WRITE_COORD (*g_engfuncs.pfnWriteCoord)
#define WRITE_STRING (*g_engfuncs.pfnWriteString)
#define WRITE_ENTITY (*g_engfuncs.pfnWriteEntity)
#define CVAR_REGISTER (*g_engfuncs.pfnCVarRegister)
#define CVAR_GET_FLOAT (*g_engfuncs.pfnCVarGetFloat)
#define CVAR_GET_STRING (*g_engfuncs.pfnCVarGetString)
#define CVAR_SET_FLOAT (*g_engfuncs.pfnCVarSetFloat)
#define CVAR_SET_STRING (*g_engfuncs.pfnCVarSetString)
#define CVAR_GET_POINTER (*g_engfuncs.pfnCVarGetPointer)
#define ALERT (*g_engfuncs.pfnAlertMessage)
#define ENGINE_FPRINTF (*g_engfuncs.pfnEngineFprintf)
#define ALLOC_PRIVATE (*g_engfuncs.pfnPvAllocEntPrivateData)
#define FREE_PRIVATE (*g_engfuncs.pfnFreeEntPrivateData)
//#define STRING (*g_engfuncs.pfnSzFromIndex)
#define ALLOC_STRING (*g_engfuncs.pfnAllocString)
#define FIND_ENTITY_BY_STRING (*g_engfuncs.pfnFindEntityByString)
#define GETENTITYILLUM (*g_engfuncs.pfnGetEntityIllum)
#define FIND_ENTITY_IN_SPHERE (*g_engfuncs.pfnFindEntityInSphere)
#define FIND_CLIENT_IN_PVS (*g_engfuncs.pfnFindClientInPVS)
#define FIND_ENTITY_IN_PVS (*g_engfuncs.pfnEntitiesInPVS)
#define EMIT_AMBIENT_SOUND (*g_engfuncs.pfnEmitAmbientSound)
#define GET_MODEL_PTR (*g_engfuncs.pfnGetModelPtr)
#define REG_USER_MSG (*g_engfuncs.pfnRegUserMsg)
#define GET_BONE_POSITION (*g_engfuncs.pfnGetBonePosition)
#define FUNCTION_FROM_NAME (*g_engfuncs.pfnFunctionFromName)
#define NAME_FOR_FUNCTION (*g_engfuncs.pfnNameForFunction)
#define TRACE_TEXTURE (*g_engfuncs.pfnTraceTexture)
#define CLIENT_PRINTF (*g_engfuncs.pfnClientPrintf)
#define SERVER_PRINT (*g_engfuncs.pfnServerPrint)
#define CMD_ARGS (*g_engfuncs.pfnCmd_Args)
#define CMD_ARGC (*g_engfuncs.pfnCmd_Argc)
#define CMD_ARGV (*g_engfuncs.pfnCmd_Argv)
#define GET_ATTACHMENT (*g_engfuncs.pfnGetAttachment)
#define SET_VIEW (*g_engfuncs.pfnSetView)
#define SET_CROSSHAIRANGLE (*g_engfuncs.pfnCrosshairAngle)
#define LOAD_FILE_FOR_ME (*g_engfuncs.pfnLoadFileForMe)
#define FREE_FILE (*g_engfuncs.pfnFreeFile)
#define END_SECTION (*g_engfuncs.pfnEndSection)
#define COMPARE_FILE_TIME (*g_engfuncs.pfnCompareFileTime)
#define GET_GAME_DIR (*g_engfuncs.pfnGetGameDir)
#define SET_CLIENT_MAXSPEED (*g_engfuncs.pfnSetClientMaxspeed)
#define CREATE_FAKE_CLIENT (*g_engfuncs.pfnCreateFakeClient)
#define PLAYER_RUN_MOVE (*g_engfuncs.pfnRunPlayerMove)
#define NUMBER_OF_ENTITIES (*g_engfuncs.pfnNumberOfEntities)
#define GET_INFO_BUFFER (*g_engfuncs.pfnGetInfoKeyBuffer)
#define GET_KEY_VALUE (*g_engfuncs.pfnInfoKeyValue)
#define SET_KEY_VALUE (*g_engfuncs.pfnSetKeyValue)
#define SET_CLIENT_KEY_VALUE (*g_engfuncs.pfnSetClientKeyValue)
#define IS_MAP_VALID (*g_engfuncs.pfnIsMapValid)
#define STATIC_DECAL (*g_engfuncs.pfnStaticDecal)
#define IS_DEDICATED_SERVER (*g_engfuncs.pfnIsDedicatedServer)
#define PRECACHE_EVENT (*g_engfuncs.pfnPrecacheEvent)
#define PLAYBACK_EVENT_FULL (*g_engfuncs.pfnPlaybackEvent)
#define ENGINE_SET_PVS (*g_engfuncs.pfnSetFatPVS)
#define ENGINE_SET_PAS (*g_engfuncs.pfnSetFatPAS)
#define ENGINE_CHECK_VISIBILITY (*g_engfuncs.pfnCheckVisibility)
#define DELTA_SET (*g_engfuncs.pfnDeltaSetField)
#define DELTA_UNSET (*g_engfuncs.pfnDeltaUnsetField)
#define DELTA_ADDENCODER (*g_engfuncs.pfnDeltaAddEncoder)
#define ENGINE_CURRENT_PLAYER (*g_engfuncs.pfnGetCurrentPlayer)
#define ENGINE_CANSKIP (*g_engfuncs.pfnCanSkipPlayer)
#define DELTA_FINDFIELD (*g_engfuncs.pfnDeltaFindField)
#define DELTA_SETBYINDEX (*g_engfuncs.pfnDeltaSetFieldByIndex)
#define DELTA_UNSETBYINDEX (*g_engfuncs.pfnDeltaUnsetFieldByIndex)
#define REMOVE_KEY_VALUE (*g_engfuncs.pfnInfo_RemoveKey)
#define SET_PHYSICS_KEY_VALUE (*g_engfuncs.pfnSetPhysicsKeyValue)
#define ENGINE_GETPHYSINFO (*g_engfuncs.pfnGetPhysicsInfoString)
#define ENGINE_SETGROUPMASK (*g_engfuncs.pfnSetGroupMask)
#define ENGINE_INSTANCE_BASELINE (*g_engfuncs.pfnCreateInstancedBaseline)
#define ENGINE_FORCE_UNMODIFIED (*g_engfuncs.pfnForceUnmodified)
#define PLAYER_CNX_STATS (*g_engfuncs.pfnGetPlayerStats)

56
dlls/explode.h Normal file
View File

@ -0,0 +1,56 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
class CShower: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual int ObjectCaps() = 0;
virtual void Think() = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
};
#define SF_ENVEXPLOSION_NODAMAGE BIT(0) // when set, ENV_EXPLOSION will not actually inflict damage
#define SF_ENVEXPLOSION_REPEATABLE BIT(1) // can this entity be refired?
#define SF_ENVEXPLOSION_NOFIREBALL BIT(2) // don't draw the fireball
#define SF_ENVEXPLOSION_NOSMOKE BIT(3) // don't draw the smoke
#define SF_ENVEXPLOSION_NODECAL BIT(4) // don't make a scorch mark
#define SF_ENVEXPLOSION_NOSPARKS BIT(5) // don't make a scorch mark
class CEnvExplosion: public CBaseMonster {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
int m_iMagnitude;
int m_spriteScale;
};

115
dlls/extdef.h Normal file
View File

@ -0,0 +1,115 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#include "regamedll_const.h"
#undef DLLEXPORT
#ifdef _WIN32
// Attributes to specify an "exported" function, visible from outside the
// DLL.
#define DLLEXPORT __declspec(dllexport)
// WINAPI should be provided in the windows compiler headers.
// It's usually defined to something like "__stdcall".
#define NOINLINE __declspec(noinline)
#else
#define DLLEXPORT __attribute__((visibility("default")))
#define WINAPI /* */
#define NOINLINE __attribute__((noinline))
#endif // _WIN32
// Manual branch optimization for GCC 3.0.0 and newer
#if !defined(__GNUC__) || __GNUC__ < 3
#define likely(x) (x)
#define unlikely(x) (x)
#else
#define likely(x) __builtin_expect(!!(x), 1)
#define unlikely(x) __builtin_expect(!!(x), 0)
#endif
const int MAX_MAPNAME_LENGHT = 32;
// Simplified macro for declaring/defining exported DLL functions. They
// need to be 'extern "C"' so that the C++ compiler enforces parameter
// type-matching, rather than considering routines with mis-matched
// arguments/types to be overloaded functions...
//
// AFAIK, this is os-independent, but it's included here in osdep.h where
// DLLEXPORT is defined, for convenience.
#define C_DLLEXPORT extern "C" DLLEXPORT
enum hash_types_e { CLASSNAME };
// Things that toggle (buttons/triggers/doors) need this
enum TOGGLE_STATE { TS_AT_TOP, TS_AT_BOTTOM, TS_GOING_UP, TS_GOING_DOWN };
typedef struct hash_item_s
{
entvars_t *pev;
struct hash_item_s *next;
struct hash_item_s *lastHash;
int pevIndex;
} hash_item_t;
typedef struct locksounds
{
string_t sLockedSound;
string_t sLockedSentence;
string_t sUnlockedSound;
string_t sUnlockedSentence;
int iLockedSentence;
int iUnlockedSentence;
float flwaitSound;
float flwaitSentence;
byte bEOFLocked;
byte bEOFUnlocked;
} locksound_t;
typedef struct hudtextparms_s
{
float x;
float y;
int effect;
byte r1,g1,b1,a1;
byte r2,g2,b2,a2;
float fadeinTime;
float fadeoutTime;
float holdTime;
float fxTime;
int channel;
} hudtextparms_t;
enum USE_TYPE { USE_OFF, USE_ON, USE_SET, USE_TOGGLE };
enum IGNORE_MONSTERS { ignore_monsters = 1, dont_ignore_monsters = 0, missile = 2 };
enum IGNORE_GLASS { ignore_glass = 1, dont_ignore_glass = 0 };
enum { point_hull = 0, human_hull = 1, large_hull = 2, head_hull = 3 };

82
dlls/extdll.h Normal file
View File

@ -0,0 +1,82 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#pragma warning(disable:4244) // int or float down-conversion
#pragma warning(disable:4305) // int or float data truncation
#pragma warning(disable:4201) // nameless struct/union
#pragma warning(disable:4514) // unreferenced inline function removed
#pragma warning(disable:4100) // unreferenced formal parameter
#include "archtypes.h"
#include "maintypes.h"
#include "strtools.h"
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#define NOWINRES
#define NOSERVICE
#define NOMCX
#define NOIME
#include "winsani_in.h"
#include "windows.h"
#include "winsani_out.h"
#undef PlaySound
#else
#include <limits.h>
#include <stdarg.h>
#include <string.h>
#endif // _WIN32
// Misc C-runtime library headers
#include "stdio.h"
#include "stdlib.h"
#include "math.h"
// Header file containing definition of globalvars_t and entvars_t
typedef int EOFFSET; // More explicit than "int"
typedef unsigned int func_t;
typedef unsigned int string_t; // from engine's pr_comp.h;
typedef float vec_t; // needed before including progdefs.h
// Vector class
#include "vector.h"
//#include "vector.h"
// Defining it as a (bogus) struct helps enforce type-checking
#define vec3_t Vector
// Shared engine/DLL constants
#include "const.h"
#include "edict.h"
// Shared header describing protocol between engine and DLLs
#include "eiface.h"
// Shared header between the client DLL and the game DLLs
#include "cdll_dll.h"
#include "extdef.h"

118
dlls/func_break.h Normal file
View File

@ -0,0 +1,118 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
enum Explosions
{
expRandom = 0,
expDirected,
};
enum Materials
{
matGlass = 0,
matWood,
matMetal,
matFlesh,
matCinderBlock,
matCeilingTile,
matComputer,
matUnbreakableGlass,
matRocks,
matNone,
matLastMaterial,
};
// this many shards spawned when breakable objects break
#define NUM_SHARDS 6 // this many shards spawned when breakable objects break
// func breakable
#define SF_BREAK_TRIGGER_ONLY BIT(0) // may only be broken by trigger
#define SF_BREAK_TOUCH BIT(1) // can be 'crashed through' by running player (plate glass)
#define SF_BREAK_PRESSURE BIT(2) // can be broken by a player standing on it
#define SF_BREAK_CROWBAR BIT(8) // instant break if hit with crowbar
class CBreakable: public CBaseDelay {
public:
// basic functions
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void Restart() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
// To spark when hit
virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) = 0;
// breakables use an overridden takedamage
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual int DamageDecal(int bitsDamageType) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
BOOL Explodable() const { return ExplosionMagnitude() > 0; }
int ExplosionMagnitude() const { return pev->impulse; }
void ExplosionSetMagnitude(int magnitude) { pev->impulse = magnitude; }
public:
Materials m_Material;
Explosions m_Explosion;
int m_idShard;
float m_angle;
int m_iszGibModel;
int m_iszSpawnObject;
float m_flHealth;
};
#define SF_PUSH_BREAKABLE BIT(7) // func_pushable (it's also func_breakable, so don't collide with those flags)
class CPushable: public CBreakable {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void Restart() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
float MaxSpeed() const { return m_maxSpeed; }
public:
int m_lastSound;
float m_maxSpeed;
float m_soundTime;
};

161
dlls/func_tank.h Normal file
View File

@ -0,0 +1,161 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
enum TANKBULLET
{
TANK_BULLET_NONE = 0, // Custom damage
TANK_BULLET_9MM, // env_laser (duration is 0.5 rate of fire)
TANK_BULLET_MP5, // rockets
TANK_BULLET_12MM, // explosion?
};
#define SF_TANK_ACTIVE BIT(0)
#define SF_TANK_PLAYER BIT(1)
#define SF_TANK_HUMANS BIT(2)
#define SF_TANK_ALIENS BIT(3)
#define SF_TANK_LINEOFSIGHT BIT(4)
#define SF_TANK_CANCONTROL BIT(5)
#define SF_TANK_SOUNDON BIT(15)
class CFuncTank: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
// Bmodels don't go across transitions
virtual int ObjectCaps() = 0;
virtual BOOL OnControls(entvars_t *pevTest) = 0;
virtual void Think() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker) = 0;
virtual Vector UpdateTargetPosition(CBaseEntity *pTarget) = 0;
public:
BOOL IsActive() const { return (pev->spawnflags & SF_TANK_ACTIVE) == SF_TANK_ACTIVE; }
void TankActivate()
{
pev->spawnflags |= SF_TANK_ACTIVE;
pev->nextthink = pev->ltime + 0.1f;
m_fireLast = 0.0f;
}
void TankDeactivate()
{
pev->spawnflags &= ~SF_TANK_ACTIVE;
m_fireLast = 0.0f;
StopRotSound();
}
BOOL CanFire() const { return (gpGlobals->time - m_lastSightTime) < m_persist; }
Vector BarrelPosition()
{
Vector forward, right, up;
UTIL_MakeVectorsPrivate(pev->angles, forward, right, up);
return pev->origin + (forward * m_barrelPos.x) + (right * m_barrelPos.y) + (up * m_barrelPos.z);
}
protected:
CBasePlayer *m_pController;
float m_flNextAttack;
Vector m_vecControllerUsePos;
float m_yawCenter; // "Center" yaw
float m_yawRate; // Max turn rate to track targets
float m_yawRange; // Range of turning motion (one-sided: 30 is +/- 30 degress from center)
// Zero is full rotation
float m_yawTolerance; // Tolerance angle
float m_pitchCenter; // "Center" pitch
float m_pitchRate; // Max turn rate on pitch
float m_pitchRange; // Range of pitch motion as above
float m_pitchTolerance; // Tolerance angle
float m_fireLast; // Last time I fired
float m_fireRate; // How many rounds/second
float m_lastSightTime; // Last time I saw target
float m_persist; // Persistence of firing (how long do I shoot when I can't see)
float m_minRange; // Minimum range to aim/track
float m_maxRange; // Max range to aim/track
Vector m_barrelPos; // Length of the freakin barrel
float m_spriteScale; // Scale of any sprites we shoot
int m_iszSpriteSmoke;
int m_iszSpriteFlash;
TANKBULLET m_bulletType;// Bullet type
int m_iBulletDamage; // 0 means use Bullet type's default damage
Vector m_sightOrigin; // Last sight of target
int m_spread; // firing spread
int m_iszMaster; // Master entity (game_team_master or multisource)
};
class CFuncTankGun: public CFuncTank {
public:
virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker) = 0;
};
class CFuncTankLaser: public CFuncTank {
public:
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void Activate() = 0;
virtual void Think() = 0;
virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker) = 0;
public:
CLaser *m_pLaser;
float m_laserTime;
};
class CFuncTankRocket: public CFuncTank {
public:
virtual void Precache() = 0;
virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker) = 0;
};
class CFuncTankMortar: public CFuncTank {
public:
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker) = 0;
};
class CFuncTankControls: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Think() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
CFuncTank *m_pTank;
};

689
dlls/gamerules.h Normal file
View File

@ -0,0 +1,689 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#include "voice_gamemgr.h"
const int MAX_RULE_BUFFER = 1024;
const int MAX_VOTE_MAPS = 100;
const int MAX_VIP_QUEUES = 5;
const int MAX_MOTD_CHUNK = 60;
const int MAX_MOTD_LENGTH = 1536; // (MAX_MOTD_CHUNK * 4)
const float ITEM_RESPAWN_TIME = 30;
const float WEAPON_RESPAWN_TIME = 20;
const float AMMO_RESPAWN_TIME = 20;
const float ROUND_RESPAWN_TIME = 20;
const float ROUND_BEGIN_DELAY = 5; // delay before beginning new round
// longest the intermission can last, in seconds
const int MAX_INTERMISSION_TIME = 120;
// when we are within this close to running out of entities, items
// marked with the ITEM_FLAG_LIMITINWORLD will delay their respawn
const int ENTITY_INTOLERANCE = 100;
// custom enum
#define WINNER_NONE 0
#define WINNER_DRAW 1
enum
{
WINSTATUS_CTS = 1,
WINSTATUS_TERRORISTS,
WINSTATUS_DRAW,
};
// custom enum
// used for EndRoundMessage() logged messages
enum ScenarioEventEndRound
{
ROUND_NONE,
ROUND_TARGET_BOMB,
ROUND_VIP_ESCAPED,
ROUND_VIP_ASSASSINATED,
ROUND_TERRORISTS_ESCAPED,
ROUND_CTS_PREVENT_ESCAPE,
ROUND_ESCAPING_TERRORISTS_NEUTRALIZED,
ROUND_BOMB_DEFUSED,
ROUND_CTS_WIN,
ROUND_TERRORISTS_WIN,
ROUND_END_DRAW,
ROUND_ALL_HOSTAGES_RESCUED,
ROUND_TARGET_SAVED,
ROUND_HOSTAGE_NOT_RESCUED,
ROUND_TERRORISTS_NOT_ESCAPED,
ROUND_VIP_NOT_ESCAPED,
ROUND_GAME_COMMENCE,
ROUND_GAME_RESTART,
ROUND_GAME_OVER
};
enum RewardRules
{
RR_CTS_WIN,
RR_TERRORISTS_WIN,
RR_TARGET_BOMB,
RR_VIP_ESCAPED,
RR_VIP_ASSASSINATED,
RR_TERRORISTS_ESCAPED,
RR_CTS_PREVENT_ESCAPE,
RR_ESCAPING_TERRORISTS_NEUTRALIZED,
RR_BOMB_DEFUSED,
RR_BOMB_PLANTED,
RR_BOMB_EXPLODED,
RR_ALL_HOSTAGES_RESCUED,
RR_TARGET_BOMB_SAVED,
RR_HOSTAGE_NOT_RESCUED,
RR_VIP_NOT_ESCAPED,
RR_LOSER_BONUS_DEFAULT,
RR_LOSER_BONUS_MIN,
RR_LOSER_BONUS_MAX,
RR_LOSER_BONUS_ADD,
RR_RESCUED_HOSTAGE,
RR_TOOK_HOSTAGE_ACC,
RR_TOOK_HOSTAGE,
RR_END
};
// custom enum
enum RewardAccount
{
REWARD_TARGET_BOMB = 3500,
REWARD_VIP_ESCAPED = 3500,
REWARD_VIP_ASSASSINATED = 3250,
REWARD_TERRORISTS_ESCAPED = 3150,
REWARD_CTS_PREVENT_ESCAPE = 3500,
REWARD_ESCAPING_TERRORISTS_NEUTRALIZED = 3250,
REWARD_BOMB_DEFUSED = 3250,
REWARD_BOMB_PLANTED = 800,
REWARD_BOMB_EXPLODED = 3250,
REWARD_CTS_WIN = 3000,
REWARD_TERRORISTS_WIN = 3000,
REWARD_ALL_HOSTAGES_RESCUED = 2500,
// the end round was by the expiration time
REWARD_TARGET_BOMB_SAVED = 3250,
REWARD_HOSTAGE_NOT_RESCUED = 3250,
REWARD_VIP_NOT_ESCAPED = 3250,
// loser bonus
REWARD_LOSER_BONUS_DEFAULT = 1400,
REWARD_LOSER_BONUS_MIN = 1500,
REWARD_LOSER_BONUS_MAX = 3000,
REWARD_LOSER_BONUS_ADD = 500,
REWARD_RESCUED_HOSTAGE = 750,
REWARD_KILLED_ENEMY = 300,
REWARD_KILLED_VIP = 2500,
REWARD_VIP_HAVE_SELF_RESCUED = 2500,
REWARD_TAKEN_HOSTAGE = 1000,
REWARD_TOOK_HOSTAGE_ACC = 100,
REWARD_TOOK_HOSTAGE = 150,
};
// custom enum
enum PaybackForBadThing
{
PAYBACK_FOR_KILLED_TEAMMATES = -3300,
};
// custom enum
enum InfoMapBuyParam
{
BUYING_EVERYONE = 0,
BUYING_ONLY_CTS,
BUYING_ONLY_TERRORISTS,
BUYING_NO_ONE,
};
// weapon respawning return codes
enum
{
GR_NONE = 0,
GR_WEAPON_RESPAWN_YES,
GR_WEAPON_RESPAWN_NO,
GR_AMMO_RESPAWN_YES,
GR_AMMO_RESPAWN_NO,
GR_ITEM_RESPAWN_YES,
GR_ITEM_RESPAWN_NO,
GR_PLR_DROP_GUN_ALL,
GR_PLR_DROP_GUN_ACTIVE,
GR_PLR_DROP_GUN_NO,
GR_PLR_DROP_AMMO_ALL,
GR_PLR_DROP_AMMO_ACTIVE,
GR_PLR_DROP_AMMO_NO,
};
// custom enum
enum
{
SCENARIO_BLOCK_TIME_EXPRIRED = BIT(0), // flag "a"
SCENARIO_BLOCK_NEED_PLAYERS = BIT(1), // flag "b"
SCENARIO_BLOCK_VIP_ESCAPE = BIT(2), // flag "c"
SCENARIO_BLOCK_PRISON_ESCAPE = BIT(3), // flag "d"
SCENARIO_BLOCK_BOMB = BIT(4), // flag "e"
SCENARIO_BLOCK_TEAM_EXTERMINATION = BIT(5), // flag "f"
SCENARIO_BLOCK_HOSTAGE_RESCUE = BIT(6), // flag "g"
};
// Player relationship return codes
enum
{
GR_NOTTEAMMATE = 0,
GR_TEAMMATE,
GR_ENEMY,
GR_ALLY,
GR_NEUTRAL,
};
class CItem;
class CGameRules {
protected:
virtual ~CGameRules() {};
public:
virtual void RefreshSkillData() = 0; // fill skill data struct with proper values
virtual void Think() = 0; // runs every server frame, should handle any timer tasks, periodic events, etc.
virtual BOOL IsAllowedToSpawn(CBaseEntity *pEntity) = 0; // Can this item spawn (eg monsters don't spawn in deathmatch).
virtual BOOL FAllowFlashlight() = 0; // Are players allowed to switch on their flashlight?
virtual BOOL FShouldSwitchWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0; // should the player switch to this weapon?
virtual BOOL GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon) = 0; // I can't use this weapon anymore, get me the next best one.
// Functions to verify the single/multiplayer status of a game
virtual BOOL IsMultiplayer() = 0; // is this a multiplayer game? (either coop or deathmatch)
virtual BOOL IsDeathmatch() = 0; // is this a deathmatch game?
virtual BOOL IsTeamplay() = 0; // is this deathmatch game being played with team rules?
virtual BOOL IsCoOp() = 0; // is this a coop game?
virtual const char *GetGameDescription() = 0; // this is the game name that gets seen in the server browser
// Client connection/disconnection
virtual BOOL ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char *szRejectReason) = 0; // a client just connected to the server (player hasn't spawned yet)
virtual void InitHUD(CBasePlayer *pl) = 0; // the client dll is ready for updating
virtual void ClientDisconnected(edict_t *pClient) = 0; // a client just disconnected from the server
virtual void UpdateGameMode(CBasePlayer *pPlayer) = 0; // the client needs to be informed of the current game mode
// Client damage rules
virtual float FlPlayerFallDamage(CBasePlayer *pPlayer) = 0;
virtual BOOL FPlayerCanTakeDamage(CBasePlayer *pPlayer, CBaseEntity *pAttacker) = 0; // can this player take damage from this attacker?
virtual BOOL ShouldAutoAim(CBasePlayer *pPlayer, edict_t *target) = 0;
// Client spawn/respawn control
virtual void PlayerSpawn(CBasePlayer *pPlayer) = 0; // called by CBasePlayer::Spawn just before releasing player into the game
virtual void PlayerThink(CBasePlayer *pPlayer) = 0; // called by CBasePlayer::PreThink every frame, before physics are run and after keys are accepted
virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer) = 0; // is this player allowed to respawn now?
virtual float FlPlayerSpawnTime(CBasePlayer *pPlayer) = 0; // When in the future will this player be able to spawn?
virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer) = 0; // Place this player on their spawnspot and face them the proper direction.
virtual BOOL AllowAutoTargetCrosshair() = 0;
virtual BOOL ClientCommand_DeadOrAlive(CBasePlayer *pPlayer, const char *pcmd) = 0;
virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd) = 0; // handles the user commands; returns TRUE if command handled properly
virtual void ClientUserInfoChanged(CBasePlayer *pPlayer, char *infobuffer) = 0; // the player has changed userinfo; can change it now
// Client kills/scoring
virtual int IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled) = 0; // how many points do I award whoever kills this player?
virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0; // Called each time a player dies
virtual void DeathNotice(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor) = 0; // Call this from within a GameRules class to report an obituary.
// Weapon retrieval
virtual BOOL CanHavePlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pItem) = 0; // The player is touching an CBasePlayerItem, do I give it to him?
virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0; // Called each time a player picks up a weapon from the ground
// Weapon spawn/respawn control
virtual int WeaponShouldRespawn(CBasePlayerItem *pWeapon) = 0; // should this weapon respawn?
virtual float FlWeaponRespawnTime(CBasePlayerItem *pWeapon) = 0; // when may this weapon respawn?
virtual float FlWeaponTryRespawn(CBasePlayerItem *pWeapon) = 0; // can i respawn now, and if not, when should i try again?
virtual Vector VecWeaponRespawnSpot(CBasePlayerItem *pWeapon) = 0; // where in the world should this weapon respawn?
// Item retrieval
virtual BOOL CanHaveItem(CBasePlayer *pPlayer, CItem *pItem) = 0; // is this player allowed to take this item?
virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem) = 0; // call each time a player picks up an item (battery, healthkit, longjump)
// Item spawn/respawn control
virtual int ItemShouldRespawn(CItem *pItem) = 0; // Should this item respawn?
virtual float FlItemRespawnTime(CItem *pItem) = 0; // when may this item respawn?
virtual Vector VecItemRespawnSpot(CItem *pItem) = 0; // where in the world should this item respawn?
// Ammo retrieval
virtual BOOL CanHaveAmmo(CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry) = 0; // can this player take more of this ammo?
virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount) = 0; // called each time a player picks up some ammo in the world
// Ammo spawn/respawn control
virtual int AmmoShouldRespawn(CBasePlayerAmmo *pAmmo) = 0; // should this ammo item respawn?
virtual float FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo) = 0; // when should this ammo item respawn?
virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo) = 0; // where in the world should this ammo item respawn?
// Healthcharger respawn control
virtual float FlHealthChargerRechargeTime() = 0; // how long until a depleted HealthCharger recharges itself?
virtual float FlHEVChargerRechargeTime() = 0; // how long until a depleted HealthCharger recharges itself?
// What happens to a dead player's weapons
virtual int DeadPlayerWeapons(CBasePlayer *pPlayer) = 0; // what do I do with a player's weapons when he's killed?
// What happens to a dead player's ammo
virtual int DeadPlayerAmmo(CBasePlayer *pPlayer) = 0; // Do I drop ammo when the player dies? How much?
// Teamplay stuff
virtual const char *GetTeamID(CBaseEntity *pEntity) = 0; // what team is this entity on?
virtual int PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pTarget) = 0; // What is the player's relationship with this entity?
virtual int GetTeamIndex(const char *pTeamName) = 0;
virtual const char *GetIndexedTeamName(int teamIndex) = 0;
virtual BOOL IsValidTeam(const char *pTeamName) = 0;
virtual void ChangePlayerTeam(CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib) = 0;
virtual const char *SetDefaultPlayerTeam(CBasePlayer *pPlayer) = 0;
// Sounds
virtual BOOL PlayTextureSounds() = 0;
// Monsters
virtual BOOL FAllowMonsters() = 0; // are monsters allowed
// Immediately end a multiplayer game
virtual void EndMultiplayerGame() = 0;
// Stuff that is shared between client and server.
virtual BOOL IsFreezePeriod() = 0;
virtual void ServerDeactivate() = 0;
virtual void CheckMapConditions() = 0;
// inline function's
inline bool IsGameOver() const { return m_bGameOver; }
inline void SetGameOver() { m_bGameOver = true; }
public:
BOOL m_bFreezePeriod; // TRUE at beginning of round, set to FALSE when the period expires
BOOL m_bBombDropped;
// custom
char *m_GameDesc;
bool m_bGameOver; // intermission or finale (deprecated name g_fGameOver)
};
// CHalfLifeRules - rules for the single player Half-Life game.
class CHalfLifeRules: public CGameRules {
protected:
virtual ~CHalfLifeRules() {};
public:
virtual void Think() = 0;
virtual BOOL IsAllowedToSpawn(CBaseEntity *pEntity) = 0;
virtual BOOL FAllowFlashlight() = 0;
virtual BOOL FShouldSwitchWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
virtual BOOL GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon) = 0;
// Functions to verify the single/multiplayer status of a game
virtual BOOL IsMultiplayer() = 0;
virtual BOOL IsDeathmatch() = 0;
virtual BOOL IsCoOp() = 0;
// Client connection/disconnection
virtual BOOL ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]) = 0;
virtual void InitHUD(CBasePlayer *pl) = 0; // the client dll is ready for updating
virtual void ClientDisconnected(edict_t *pClient) = 0;
// Client damage rules
virtual float FlPlayerFallDamage(CBasePlayer *pPlayer) = 0;
// Client spawn/respawn control
virtual void PlayerSpawn(CBasePlayer *pPlayer) = 0;
virtual void PlayerThink(CBasePlayer *pPlayer) = 0;
virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer) = 0;
virtual float FlPlayerSpawnTime(CBasePlayer *pPlayer) = 0;
virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer) = 0;
virtual BOOL AllowAutoTargetCrosshair() = 0;
// Client kills/scoring
virtual int IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled) = 0;
virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0;
virtual void DeathNotice(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0;
// Weapon retrieval
virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
// Weapon spawn/respawn control
virtual int WeaponShouldRespawn(CBasePlayerItem *pWeapon) = 0;
virtual float FlWeaponRespawnTime(CBasePlayerItem *pWeapon) = 0;
virtual float FlWeaponTryRespawn(CBasePlayerItem *pWeapon) = 0;
virtual Vector VecWeaponRespawnSpot(CBasePlayerItem *pWeapon) = 0;
// Item retrieval
virtual BOOL CanHaveItem(CBasePlayer *pPlayer, CItem *pItem) = 0;
virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem) = 0;
// Item spawn/respawn control
virtual int ItemShouldRespawn(CItem *pItem) = 0;
virtual float FlItemRespawnTime(CItem *pItem) = 0;
virtual Vector VecItemRespawnSpot(CItem *pItem) = 0;
// Ammo retrieval
virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount) = 0;
// Ammo spawn/respawn control
virtual int AmmoShouldRespawn(CBasePlayerAmmo *pAmmo) = 0;
virtual float FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo) = 0;
virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo) = 0;
// Healthcharger respawn control
virtual float FlHealthChargerRechargeTime() = 0;
// What happens to a dead player's weapons
virtual int DeadPlayerWeapons(CBasePlayer *pPlayer) = 0;
// What happens to a dead player's ammo
virtual int DeadPlayerAmmo(CBasePlayer *pPlayer) = 0;
// Teamplay stuff
virtual const char *GetTeamID(CBaseEntity *pEntity) = 0;
virtual int PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pTarget) = 0;
// Monsters
virtual BOOL FAllowMonsters() = 0;
};
// CHalfLifeMultiplay - rules for the basic half life multiplayer competition
class CHalfLifeMultiplay: public CGameRules {
protected:
virtual ~CHalfLifeMultiplay() {};
public:
virtual void RefreshSkillData() = 0;
virtual void Think() = 0;
virtual BOOL IsAllowedToSpawn(CBaseEntity *pEntity) = 0;
virtual BOOL FAllowFlashlight() = 0;
virtual BOOL FShouldSwitchWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
virtual BOOL GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon) = 0;
virtual BOOL IsMultiplayer() = 0;
virtual BOOL IsDeathmatch() = 0;
virtual BOOL IsCoOp() = 0;
// Client connection/disconnection
// If ClientConnected returns FALSE, the connection is rejected and the user is provided the reason specified in szRejectReason
// Only the client's name and remote address are provided to the dll for verification.
virtual BOOL ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]) = 0;
virtual void InitHUD(CBasePlayer *pl) = 0;
virtual void ClientDisconnected(edict_t *pClient) = 0;
virtual void UpdateGameMode(CBasePlayer *pPlayer) = 0;
// Client damage rules
virtual float FlPlayerFallDamage(CBasePlayer *pPlayer) = 0;
virtual BOOL FPlayerCanTakeDamage(CBasePlayer *pPlayer, CBaseEntity *pAttacker) = 0;
// Client spawn/respawn control
virtual void PlayerSpawn(CBasePlayer *pPlayer) = 0;
virtual void PlayerThink(CBasePlayer *pPlayer) = 0;
virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer) = 0;
virtual float FlPlayerSpawnTime(CBasePlayer *pPlayer) = 0;
virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer) = 0;
virtual BOOL AllowAutoTargetCrosshair() = 0;
virtual BOOL ClientCommand_DeadOrAlive(CBasePlayer *pPlayer, const char *pcmd) = 0;
virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd) = 0;
virtual void ClientUserInfoChanged(CBasePlayer *pPlayer, char *infobuffer) = 0;
// Client kills/scoring
virtual int IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled) = 0;
virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0;
virtual void DeathNotice(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0;
// Weapon retrieval
virtual BOOL CanHavePlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
// Weapon spawn/respawn control
virtual int WeaponShouldRespawn(CBasePlayerItem *pWeapon) = 0;
virtual float FlWeaponRespawnTime(CBasePlayerItem *pWeapon) = 0;
virtual float FlWeaponTryRespawn(CBasePlayerItem *pWeapon) = 0;
virtual Vector VecWeaponRespawnSpot(CBasePlayerItem *pWeapon) = 0;
// Item retrieval
virtual BOOL CanHaveItem(CBasePlayer *pPlayer, CItem *pItem) = 0;
virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem) = 0;
// Item spawn/respawn control
virtual int ItemShouldRespawn(CItem *pItem) = 0;
virtual float FlItemRespawnTime(CItem *pItem) = 0;
virtual Vector VecItemRespawnSpot(CItem *pItem) = 0;
// Ammo retrieval
virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount) = 0;
// Ammo spawn/respawn control
virtual int AmmoShouldRespawn(CBasePlayerAmmo *pAmmo) = 0;
virtual float FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo) = 0;
virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo) = 0;
// Healthcharger respawn control
virtual float FlHealthChargerRechargeTime() = 0;
virtual float FlHEVChargerRechargeTime() = 0;
// What happens to a dead player's weapons
virtual int DeadPlayerWeapons(CBasePlayer *pPlayer) = 0;
// What happens to a dead player's ammo
virtual int DeadPlayerAmmo(CBasePlayer *pPlayer) = 0;
// Teamplay stuff
virtual const char *GetTeamID(CBaseEntity *pEntity) = 0;
virtual int PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pTarget) = 0;
virtual void ChangePlayerTeam(CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib) = 0;
virtual BOOL PlayTextureSounds() = 0;
// Monsters
virtual BOOL FAllowMonsters() = 0;
// Immediately end a multiplayer game
virtual void EndMultiplayerGame() = 0;
virtual void ServerDeactivate() = 0;
virtual void CheckMapConditions() = 0;
// Recreate all the map entities from the map data (preserving their indices),
// then remove everything else except the players.
// Also get rid of all world decals.
virtual void CleanUpMap() = 0;
virtual void RestartRound() = 0;
// check if the scenario has been won/lost
virtual void CheckWinConditions() = 0;
virtual void RemoveGuns() = 0;
virtual void GiveC4() = 0;
virtual void ChangeLevel() = 0;
virtual void GoToIntermission() = 0;
// Setup counts for m_iNumTerrorist, m_iNumCT, m_iNumSpawnableTerrorist, m_iNumSpawnableCT, etc.
virtual void InitializePlayerCounts(int &NumAliveTerrorist, int &NumAliveCT, int &NumDeadTerrorist, int &NumDeadCT) = 0;
virtual void BalanceTeams() = 0;
virtual void SwapAllPlayers() = 0;
virtual void UpdateTeamScores() = 0;
virtual void EndRoundMessage(const char *sentence, int event) = 0;
virtual void SetAccountRules(RewardRules rules, int amount) = 0;
virtual RewardAccount GetAccountRules(RewardRules rules) const = 0;
// BOMB MAP FUNCTIONS
virtual BOOL IsThereABomber() = 0;
virtual BOOL IsThereABomb() = 0;
virtual TeamName SelectDefaultTeam() = 0;
virtual bool HasRoundTimeExpired() = 0;
virtual bool IsBombPlanted() = 0;
public:
bool ShouldSkipShowMenu() const { return m_bSkipShowMenu; }
void MarkShowMenuSkipped() { m_bSkipShowMenu = false; }
bool ShouldSkipSpawn() const { return m_bSkipSpawn; }
void MarkSpawnSkipped() { m_bSkipSpawn = false; }
float GetRoundRemainingTime() const { return m_iRoundTimeSecs - gpGlobals->time + m_fRoundStartTime; }
float GetRoundRemainingTimeReal() const { return m_iRoundTimeSecs - gpGlobals->time + m_fRoundStartTimeReal; }
float GetTimeLeft() const { return m_flTimeLimit - gpGlobals->time; }
bool IsMatchStarted() { return (m_flRestartRoundTime != 0.0f || m_fCareerRoundMenuTime != 0.0f || m_fCareerMatchMenuTime != 0.0f); }
void TerminateRound(float tmDelay, int iWinStatus);
public:
CVoiceGameMgr m_VoiceGameMgr;
float m_flRestartRoundTime; // The global time when the round is supposed to end, if this is not 0 (deprecated name m_fTeamCount)
float m_flCheckWinConditions;
float m_fRoundStartTime; // Time round has started (deprecated name m_fRoundCount)
int m_iRoundTime; // (From mp_roundtime) - How many seconds long this round is.
int m_iRoundTimeSecs;
int m_iIntroRoundTime; // (From mp_freezetime) - How many seconds long the intro round (when players are frozen) is.
float m_fRoundStartTimeReal; // The global time when the intro round ends and the real one starts
// wrote the original "m_flRoundTime" comment for this variable).
int m_iAccountTerrorist;
int m_iAccountCT;
int m_iNumTerrorist; // The number of terrorists on the team (this is generated at the end of a round)
int m_iNumCT; // The number of CTs on the team (this is generated at the end of a round)
int m_iNumSpawnableTerrorist;
int m_iNumSpawnableCT;
int m_iSpawnPointCount_Terrorist; // Number of Terrorist spawn points
int m_iSpawnPointCount_CT; // Number of CT spawn points
int m_iHostagesRescued;
int m_iHostagesTouched;
int m_iRoundWinStatus; // 1 == CT's won last round, 2 == Terrorists did, 3 == Draw, no winner
short m_iNumCTWins;
short m_iNumTerroristWins;
bool m_bTargetBombed; // whether or not the bomb has been bombed
bool m_bBombDefused; // whether or not the bomb has been defused
bool m_bMapHasBombTarget;
bool m_bMapHasBombZone;
bool m_bMapHasBuyZone;
bool m_bMapHasRescueZone;
bool m_bMapHasEscapeZone;
BOOL m_bMapHasVIPSafetyZone; // TRUE = has VIP safety zone, FALSE = does not have VIP safetyzone
BOOL m_bMapHasCameras;
int m_iC4Timer;
int m_iC4Guy; // The current Terrorist who has the C4.
int m_iLoserBonus; // the amount of money the losing team gets. This scales up as they lose more rounds in a row
int m_iNumConsecutiveCTLoses; // the number of rounds the CTs have lost in a row.
int m_iNumConsecutiveTerroristLoses; // the number of rounds the Terrorists have lost in a row.
float m_fMaxIdlePeriod; // For the idle kick functionality. This is tha max amount of time that the player has to be idle before being kicked
int m_iLimitTeams;
bool m_bLevelInitialized;
bool m_bRoundTerminating;
bool m_bCompleteReset; // Set to TRUE to have the scores reset next time round restarts
float m_flRequiredEscapeRatio;
int m_iNumEscapers;
int m_iHaveEscaped;
bool m_bCTCantBuy;
bool m_bTCantBuy; // Who can and can't buy.
float m_flBombRadius;
int m_iConsecutiveVIP;
int m_iTotalGunCount;
int m_iTotalGrenadeCount;
int m_iTotalArmourCount;
int m_iUnBalancedRounds; // keeps track of the # of consecutive rounds that have gone by where one team outnumbers the other team by more than 2
int m_iNumEscapeRounds; // keeps track of the # of consecutive rounds of escape played.. Teams will be swapped after 8 rounds
int m_iMapVotes[MAX_VOTE_MAPS];
int m_iLastPick;
int m_iMaxMapTime;
int m_iMaxRounds;
int m_iTotalRoundsPlayed;
int m_iMaxRoundsWon;
int m_iStoredSpectValue;
float m_flForceCameraValue;
float m_flForceChaseCamValue;
float m_flFadeToBlackValue;
CBasePlayer *m_pVIP;
CBasePlayer *m_pVIPQueue[MAX_VIP_QUEUES];
float m_flIntermissionEndTime;
float m_flIntermissionStartTime;
BOOL m_iEndIntermissionButtonHit;
float m_tmNextPeriodicThink;
bool m_bGameStarted; // TRUE = the game commencing when there is at least one CT and T, FALSE = scoring will not start until both teams have players (deprecated name m_bFirstConnected)
bool m_bInCareerGame;
float m_fCareerRoundMenuTime;
int m_iCareerMatchWins;
int m_iRoundWinDifference;
float m_fCareerMatchMenuTime;
bool m_bSkipSpawn;
// custom
bool m_bSkipShowMenu;
bool m_bNeededPlayers;
float m_flEscapeRatio;
float m_flTimeLimit;
float m_flGameStartTime;
};
typedef struct mapcycle_item_s
{
struct mapcycle_item_s *next;
char mapname[32];
int minplayers;
int maxplayers;
char rulebuffer[MAX_RULE_BUFFER];
} mapcycle_item_t;
typedef struct mapcycle_s
{
struct mapcycle_item_s *items;
struct mapcycle_item_s *next_item;
} mapcycle_t;
class CCStrikeGameMgrHelper: public IVoiceGameMgrHelper {
public:
virtual bool CanPlayerHearPlayer(CBasePlayer *pListener, CBasePlayer *pSender) = 0;
};
extern CGameRules *g_pGameRules;
// Gets us at the CS game rules
inline CHalfLifeMultiplay *CSGameRules()
{
return static_cast<CHalfLifeMultiplay *>(g_pGameRules);
}
inline void CHalfLifeMultiplay::TerminateRound(float tmDelay, int iWinStatus)
{
m_iRoundWinStatus = iWinStatus;
m_flRestartRoundTime = gpGlobals->time + tmDelay;
m_bRoundTerminating = true;
}

39
dlls/gib.h Normal file
View File

@ -0,0 +1,39 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
class CGib: public CBaseEntity {
public:
virtual int ObjectCaps() = 0;
public:
int m_bloodColor;
int m_cBloodDecals;
int m_material;
float m_lifeTime;
};

46
dlls/h_battery.h Normal file
View File

@ -0,0 +1,46 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
class CRecharge: public CBaseToggle {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
float m_flNextCharge;
int m_iReactivate;
int m_iJuice;
int m_iOn;
float m_flSoundTime;
};

105
dlls/h_cycler.h Normal file
View File

@ -0,0 +1,105 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
class CCycler: public CBaseMonster {
public:
virtual void Spawn() = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
// Don't treat as a live target
virtual BOOL IsAlive() = 0;
virtual void Think() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
int m_animate;
};
// We should get rid of all the other cyclers and replace them with this.
class CGenericCycler: public CCycler {
public:
virtual void Spawn() = 0;
};
// Probe droid imported for tech demo compatibility
class CCyclerProbe: public CCycler {
public:
virtual void Spawn() = 0;
};
class CCyclerSprite: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void Restart() = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual void Think() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
inline int ShouldAnimate() { return (m_animate && m_maxFrame > 1.0f); }
public:
int m_animate;
float m_lastTime;
float m_maxFrame;
int m_renderfx;
int m_rendermode;
float m_renderamt;
vec3_t m_rendercolor;
};
class CWeaponCycler: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual void Holster(int skiplocal = 0) = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void SecondaryAttack() = 0;
public:
int m_iszModel;
int m_iModel;
};
// Flaming Wreakage
class CWreckage: public CBaseMonster {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void Think() = 0;
public:
int m_flStartTime;
};

53
dlls/healthkit.h Normal file
View File

@ -0,0 +1,53 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
class CHealthKit: public CItem {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual BOOL MyTouch(CBasePlayer *pPlayer) = 0;
};
class CWallHealth: public CBaseToggle {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
float m_flNextCharge;
int m_iReactivate;
int m_iJuice;
int m_iOn;
float m_flSoundTime;
};

82
dlls/hintmessage.h Normal file
View File

@ -0,0 +1,82 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#include "utlvector.h"
#define DHF_ROUND_STARTED BIT(1)
#define DHF_HOSTAGE_SEEN_FAR BIT(2)
#define DHF_HOSTAGE_SEEN_NEAR BIT(3)
#define DHF_HOSTAGE_USED BIT(4)
#define DHF_HOSTAGE_INJURED BIT(5)
#define DHF_HOSTAGE_KILLED BIT(6)
#define DHF_FRIEND_SEEN BIT(7)
#define DHF_ENEMY_SEEN BIT(8)
#define DHF_FRIEND_INJURED BIT(9)
#define DHF_FRIEND_KILLED BIT(10)
#define DHF_ENEMY_KILLED BIT(11)
#define DHF_BOMB_RETRIEVED BIT(12)
#define DHF_AMMO_EXHAUSTED BIT(15)
#define DHF_IN_TARGET_ZONE BIT(16)
#define DHF_IN_RESCUE_ZONE BIT(17)
#define DHF_IN_ESCAPE_ZONE BIT(18)
#define DHF_IN_VIPSAFETY_ZONE BIT(19)
#define DHF_NIGHTVISION BIT(20)
#define DHF_HOSTAGE_CTMOVE BIT(21)
#define DHF_SPEC_DUCK BIT(22)
#define DHM_ROUND_CLEAR (DHF_ROUND_STARTED | DHF_HOSTAGE_KILLED | DHF_FRIEND_KILLED | DHF_BOMB_RETRIEVED)
#define DHM_CONNECT_CLEAR (DHF_HOSTAGE_SEEN_FAR | DHF_HOSTAGE_SEEN_NEAR | DHF_HOSTAGE_USED | DHF_HOSTAGE_INJURED | DHF_FRIEND_SEEN | DHF_ENEMY_SEEN | DHF_FRIEND_INJURED | DHF_ENEMY_KILLED | DHF_AMMO_EXHAUSTED | DHF_IN_TARGET_ZONE | DHF_IN_RESCUE_ZONE | DHF_IN_ESCAPE_ZONE | DHF_IN_VIPSAFETY_ZONE | DHF_HOSTAGE_CTMOVE | DHF_SPEC_DUCK)
class CHintMessage {
public:
CHintMessage(const char *hintString, bool isHint, CUtlVector<const char *> *args, float duration);
~CHintMessage();
public:
float GetDuration() const { return m_duration; }
void Send(CBaseEntity *client);
private:
const char *m_hintString;
bool m_isHint;
CUtlVector<char *> m_args;
float m_duration;
};
class CHintMessageQueue {
public:
void Reset();
void Update(CBaseEntity *client);
bool AddMessage(const char *message, float duration, bool isHint, CUtlVector<const char *> *args);
bool IsEmpty() const { return m_messages.Count() == 0; }
private:
float m_tmMessageEnd;
CUtlVector<CHintMessage *> m_messages;
};

121
dlls/hookchains.h Normal file
View File

@ -0,0 +1,121 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
template<typename t_ret, typename ...t_args>
class IHookChain {
protected:
virtual ~IHookChain() {}
public:
virtual t_ret callNext(t_args... args) = 0;
virtual t_ret callOriginal(t_args... args) = 0;
};
template<typename t_ret, typename t_class, typename ...t_args>
class IHookChainClass {
protected:
virtual ~IHookChainClass() {}
public:
virtual t_ret callNext(t_class *, t_args... args) = 0;
virtual t_ret callOriginal(t_class *, t_args... args) = 0;
};
template<typename ...t_args>
class IVoidHookChain
{
protected:
virtual ~IVoidHookChain() {}
public:
virtual void callNext(t_args... args) = 0;
virtual void callOriginal(t_args... args) = 0;
};
template<typename t_class, typename ...t_args>
class IVoidHookChainClass
{
protected:
virtual ~IVoidHookChainClass() {}
public:
virtual void callNext(t_class *, t_args... args) = 0;
virtual void callOriginal(t_class *, t_args... args) = 0;
};
// Specifies priorities for hooks call order in the chain.
// For equal priorities first registered hook will be called first.
enum HookChainPriority
{
HC_PRIORITY_UNINTERRUPTABLE = 255, // Hook will be called before other hooks.
HC_PRIORITY_HIGH = 192, // Hook will be called before hooks with default priority.
HC_PRIORITY_DEFAULT = 128, // Default hook call priority.
HC_PRIORITY_MEDIUM = 64, // Hook will be called after hooks with default priority.
HC_PRIORITY_LOW = 0, // Hook will be called after all other hooks.
};
// Hook chain registry(for hooks [un]registration)
template<typename t_ret, typename ...t_args>
class IHookChainRegistry {
public:
typedef t_ret(*hookfunc_t)(IHookChain<t_ret, t_args...>*, t_args...);
virtual void registerHook(hookfunc_t hook, int priority = HC_PRIORITY_DEFAULT) = 0;
virtual void unregisterHook(hookfunc_t hook) = 0;
};
// Hook chain registry(for hooks [un]registration)
template<typename t_ret, typename t_class, typename ...t_args>
class IHookChainRegistryClass {
public:
typedef t_ret(*hookfunc_t)(IHookChainClass<t_ret, t_class, t_args...>*, t_class *, t_args...);
virtual void registerHook(hookfunc_t hook, int priority = HC_PRIORITY_DEFAULT) = 0;
virtual void unregisterHook(hookfunc_t hook) = 0;
};
// Hook chain registry(for hooks [un]registration)
template<typename ...t_args>
class IVoidHookChainRegistry {
public:
typedef void(*hookfunc_t)(IVoidHookChain<t_args...>*, t_args...);
virtual void registerHook(hookfunc_t hook, int priority = HC_PRIORITY_DEFAULT) = 0;
virtual void unregisterHook(hookfunc_t hook) = 0;
};
// Hook chain registry(for hooks [un]registration)
template<typename t_class, typename ...t_args>
class IVoidHookChainRegistryClass {
public:
typedef void(*hookfunc_t)(IVoidHookChainClass<t_class, t_args...>*, t_class *, t_args...);
virtual void registerHook(hookfunc_t hook, int priority = HC_PRIORITY_DEFAULT) = 0;
virtual void unregisterHook(hookfunc_t hook) = 0;
};

233
dlls/hostage/hostage.h Normal file
View File

@ -0,0 +1,233 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#define MAX_NODES 100
#define MAX_HOSTAGES 12
#define MAX_HOSTAGES_NAV 20
#define HOSTAGE_STEPSIZE 26.0f
#define HOSTAGE_STEPSIZE_DEFAULT 18.0f
#define VEC_HOSTAGE_VIEW Vector(0, 0, 12)
#define VEC_HOSTAGE_HULL_MIN Vector(-10, -10, 0)
#define VEC_HOSTAGE_HULL_MAX Vector(10, 10, 62)
#define VEC_HOSTAGE_CROUCH Vector(10, 10, 30)
#define RESCUE_HOSTAGES_RADIUS 256.0f // rescue zones from legacy info_*
class CHostage;
class CLocalNav;
class CHostageImprov;
class CHostageManager;
enum HostageChatterType
{
HOSTAGE_CHATTER_START_FOLLOW = 0,
HOSTAGE_CHATTER_STOP_FOLLOW,
HOSTAGE_CHATTER_INTIMIDATED,
HOSTAGE_CHATTER_PAIN,
HOSTAGE_CHATTER_SCARED_OF_GUNFIRE,
HOSTAGE_CHATTER_SCARED_OF_MURDER,
HOSTAGE_CHATTER_LOOK_OUT,
HOSTAGE_CHATTER_PLEASE_RESCUE_ME,
HOSTAGE_CHATTER_SEE_RESCUE_ZONE,
HOSTAGE_CHATTER_IMPATIENT_FOR_RESCUE,
HOSTAGE_CHATTER_CTS_WIN ,
HOSTAGE_CHATTER_TERRORISTS_WIN,
HOSTAGE_CHATTER_RESCUED,
HOSTAGE_CHATTER_WARN_NEARBY,
HOSTAGE_CHATTER_WARN_SPOTTED,
HOSTAGE_CHATTER_CALL_TO_RESCUER,
HOSTAGE_CHATTER_RETREAT,
HOSTAGE_CHATTER_COUGH,
HOSTAGE_CHATTER_BLINDED,
HOSTAGE_CHATTER_SAW_HE_GRENADE,
HOSTAGE_CHATTER_DEATH_CRY,
NUM_HOSTAGE_CHATTER_TYPES,
};
// Improved the hostages from CZero
#include "hostage/hostage_improv.h"
extern CHostageManager *g_pHostages;
extern int g_iHostageNumber;
// A Counter-Strike Hostage Simple
class CHostage: public CBaseMonster {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int ObjectCaps() = 0; // make hostage "useable"
virtual int Classify() = 0;
virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual int BloodColor() = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
int GetActivity() { return m_Activity; }
// queries
bool IsFollowingSomeone() { return IsFollowing(); }
CBaseEntity *GetLeader() // return our leader, or NULL
{
if (m_improv != NULL)
{
return m_improv->GetFollowLeader();
}
return m_hTargetEnt;
}
bool IsFollowing(const CBaseEntity *entity = NULL)
{
if (m_improv != NULL)
{
return m_improv->IsFollowing();
}
if (entity == NULL && m_hTargetEnt == NULL || (entity != NULL && m_hTargetEnt != entity))
return false;
if (m_State != FOLLOW)
return false;
return true;
}
bool IsValid() const { return (pev->takedamage == DAMAGE_YES); }
bool IsDead() const { return (pev->deadflag == DEAD_DEAD); }
bool IsAtHome() const { return (pev->origin - m_vStart).IsLengthGreaterThan(20) != true; }
const Vector *GetHomePosition() const { return &m_vStart; }
public:
int m_Activity;
BOOL m_bTouched;
BOOL m_bRescueMe;
float m_flFlinchTime;
float m_flNextChange;
float m_flMarkPosition;
int m_iModel;
int m_iSkin;
float m_flNextRadarTime;
enum state { FOLLOW, STAND, DUCK, SCARED, IDLE, FOLLOWPATH }
m_State;
Vector m_vStart;
Vector m_vStartAngles;
Vector m_vPathToFollow[20];
int m_iWaypoint;
CBasePlayer *m_target;
CLocalNav *m_LocalNav;
int nTargetNode;
Vector vecNodes[MAX_NODES];
EHANDLE m_hStoppedTargetEnt;
float m_flNextFullThink;
float m_flPathCheckInterval;
float m_flLastPathCheck;
int m_nPathNodes;
BOOL m_fHasPath;
float m_flPathAcquired;
Vector m_vOldPos;
int m_iHostageIndex;
BOOL m_bStuck;
float m_flStuckTime;
CHostageImprov *m_improv;
enum ModelType { REGULAR_GUY, OLD_GUY, BLACK_GUY, GOOFY_GUY }
m_whichModel;
};
class SimpleChatter {
public:
struct SoundFile
{
char *filename;
float duration;
};
struct ChatterSet
{
SoundFile file[32];
int count;
int index;
bool needsShuffle;
};
private:
ChatterSet m_chatter[21];
};
class CHostageManager {
public:
SimpleChatter *GetChatter()
{
return &m_chatter;
}
// Iterate over all active hostages in the game, invoking functor on each.
// If functor returns false, stop iteration and return false.
template<typename Functor>
inline bool ForEachHostage(Functor &func) const
{
for (int i = 0; i < m_hostageCount; i++)
{
CHostage *hostage = m_hostage[i];
if (hostage == NULL || hostage->pev->deadflag == DEAD_DEAD)
continue;
if (func(hostage) == false)
return false;
}
return true;
}
inline CHostage *GetClosestHostage(const Vector &pos, float *resultRange = NULL)
{
float range;
float closeRange = 1e8f;
CHostage *close = NULL;
for (int i = 0; i < m_hostageCount; i++)
{
range = (m_hostage[i]->pev->origin - pos).Length();
if (range < closeRange)
{
closeRange = range;
close = m_hostage[i];
}
}
if (resultRange)
*resultRange = closeRange;
return close;
}
private:
CHostage *m_hostage[MAX_HOSTAGES];
int m_hostageCount;
SimpleChatter m_chatter;
};

View File

@ -0,0 +1,334 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#include "hostage/hostage.h"
#include "hostage/hostage_states.h"
class CHostage;
enum HostageChatterType;
// A Counter-Strike Hostage improved
class CHostageImprov: public CImprov {
public:
virtual ~CHostageImprov() {};
// invoked when an improv reaches its MoveTo goal
virtual void OnMoveToSuccess(const Vector &goal) = 0;
// invoked when an improv fails to reach a MoveTo goal
virtual void OnMoveToFailure(const Vector &goal, MoveToFailureType reason) = 0;
virtual void OnInjury(float amount) = 0;
virtual bool IsAlive() const = 0;
virtual void MoveTo(const Vector &goal) = 0;
virtual void LookAt(const Vector &target) = 0;
virtual void ClearLookAt() = 0;
virtual void FaceTo(const Vector &goal) = 0;
virtual void ClearFaceTo() = 0;
virtual bool IsAtMoveGoal(float error = 20.0f) const = 0;
virtual bool HasLookAt() const = 0;
virtual bool HasFaceTo() const = 0;
virtual bool IsAtFaceGoal() const = 0;
virtual bool IsFriendInTheWay(const Vector &goalPos) const = 0;
virtual bool IsFriendInTheWay(CBaseEntity *myFriend, const Vector &goalPos) const = 0;
virtual void MoveForward() = 0;
virtual void MoveBackward() = 0;
virtual void StrafeLeft() = 0;
virtual void StrafeRight() = 0;
#define HOSTAGE_MUST_JUMP true
virtual bool Jump() = 0;
virtual void Crouch() = 0;
virtual void StandUp() = 0;
virtual void TrackPath(const Vector &pathGoal, float deltaT) = 0; // move along path by following "pathGoal"
virtual void StartLadder(const CNavLadder *ladder, NavTraverseType how, const Vector *approachPos, const Vector *departPos) = 0;
virtual bool TraverseLadder(const CNavLadder *ladder, NavTraverseType how, const Vector *approachPos, const Vector *departPos, float deltaT) = 0;
virtual bool GetSimpleGroundHeightWithFloor(const Vector *pos, float *height, Vector *normal = NULL) = 0;
virtual void Run() = 0;
virtual void Walk() = 0;
virtual void Stop() = 0;
virtual float GetMoveAngle() const = 0;
virtual float GetFaceAngle() const = 0;
virtual const Vector &GetFeet() const = 0;
virtual const Vector &GetCentroid() const = 0;
virtual const Vector &GetEyes() const = 0;
virtual bool IsRunning() const = 0;
virtual bool IsWalking() const = 0;
virtual bool IsStopped() const = 0;
virtual bool IsCrouching() const = 0;
virtual bool IsJumping() const = 0;
virtual bool IsUsingLadder() const = 0;
virtual bool IsOnGround() const = 0;
virtual bool IsMoving() const = 0;
virtual bool CanRun() const = 0;
virtual bool CanCrouch() const = 0;
virtual bool CanJump() const = 0;
virtual bool IsVisible(const Vector &pos, bool testFOV = false) const = 0; // return true if hostage can see position
virtual bool IsPlayerLookingAtMe(CBasePlayer *other, float cosTolerance = 0.95f) const = 0;
virtual CBasePlayer *IsAnyPlayerLookingAtMe(int team = 0, float cosTolerance = 0.95f) const = 0;
virtual CBasePlayer *GetClosestPlayerByTravelDistance(int team = 0, float *range = NULL) const = 0;
virtual CNavArea *GetLastKnownArea() const = 0;
virtual void OnUpdate(float deltaT) = 0;
virtual void OnUpkeep(float deltaT) = 0;
virtual void OnReset() = 0;
virtual void OnGameEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL) = 0;
virtual void OnTouch(CBaseEntity *other) = 0; // in contact with "other"
public:
enum MoveType { Stopped, Walking, Running };
enum ScareType { NERVOUS, SCARED, TERRIFIED };
const Vector &GetKnownGoodPosition() const { return m_knownGoodPos; }
void ApplyForce(Vector force) { m_vel.x += force.x; m_vel.y += force.y; } // apply a force to the hostage
const Vector GetActualVelocity() const { return m_actualVel; }
void SetMoveLimit(MoveType limit) { m_moveLimit = limit; }
MoveType GetMoveLimit() const { return m_moveLimit; }
CNavPath *GetPath() { return &m_path; }
// hostage states
// stand idle
void Idle() { m_behavior.SetState(&m_idleState); }
bool IsIdle() const { return m_behavior.IsState(&m_idleState); }
// begin following "leader"
void Follow(CBasePlayer *leader) { m_followState.SetLeader(leader); m_behavior.SetState(&m_followState); }
bool IsFollowing(const CBaseEntity *leader = NULL) const { return m_behavior.IsState(&m_followState); }
// Escape
void Escape() { m_behavior.SetState(&m_escapeState); }
bool IsEscaping() const { return m_behavior.IsState(&m_escapeState); }
// Retreat
void Retreat() { m_behavior.SetState(&m_retreatState); }
bool IsRetreating() const { return m_behavior.IsState(&m_retreatState); }
CBaseEntity *GetFollowLeader() const { return m_followState.GetLeader(); }
ScareType GetScareIntensity() const { return m_scareIntensity; }
bool IsIgnoringTerrorists() const { return m_ignoreTerroristTimer.IsElapsed(); }
float GetAggression() const { return m_aggression; }
bool IsTalking() const { return m_talkingTimer.IsElapsed(); }
CHostage *GetEntity() const { return m_hostage; }
void SetMoveAngle(float angle) { m_moveAngle = angle; }
public:
CountdownTimer m_coughTimer;
CountdownTimer m_grenadeTimer;
private:
CHostage *m_hostage;
CNavArea *m_lastKnownArea; // last area we were in
mutable Vector m_centroid;
mutable Vector m_eye;
HostageStateMachine m_behavior;
HostageIdleState m_idleState;
HostageEscapeState m_escapeState;
HostageRetreatState m_retreatState;
HostageFollowState m_followState;
HostageAnimateState m_animateState;
bool m_didFidget;
float m_aggression;
IntervalTimer m_lastSawCT;
IntervalTimer m_lastSawT;
CountdownTimer m_checkNearbyTerroristTimer;
bool m_isTerroristNearby;
CountdownTimer m_nearbyTerroristTimer;
CountdownTimer m_scaredTimer;
ScareType m_scareIntensity;
CountdownTimer m_ignoreTerroristTimer;
CountdownTimer m_blinkTimer;
char m_blinkCounter;
IntervalTimer m_lastInjuryTimer;
IntervalTimer m_lastNoiseTimer;
mutable CountdownTimer m_avoidFriendTimer;
mutable bool m_isFriendInTheWay;
CountdownTimer m_chatterTimer;
bool m_isDelayedChatterPending;
CountdownTimer m_delayedChatterTimer;
HostageChatterType m_delayedChatterType;
bool m_delayedChatterMustSpeak;
CountdownTimer m_talkingTimer;
unsigned int m_moveFlags;
Vector2D m_vel;
Vector m_actualVel;
Vector m_moveGoal;
Vector m_knownGoodPos;
bool m_hasKnownGoodPos;
Vector m_priorKnownGoodPos;
bool m_hasPriorKnownGoodPos;
CountdownTimer m_priorKnownGoodPosTimer;
IntervalTimer m_collisionTimer;
Vector m_viewGoal;
bool m_isLookingAt;
Vector m_faceGoal;
bool m_isFacingTo;
CNavPath m_path; // current path to follow
CNavPathFollower m_follower;
Vector m_lastPosition;
MoveType m_moveType;
MoveType m_moveLimit;
bool m_isCrouching; // true if hostage is crouching
CountdownTimer m_minCrouchTimer;
float m_moveAngle;
NavRelativeDirType m_wiggleDirection;
CountdownTimer m_wiggleTimer; // for wiggling
CountdownTimer m_wiggleJumpTimer;
CountdownTimer m_inhibitObstacleAvoidance;
CountdownTimer m_jumpTimer; // if zero, we can jump
bool m_hasJumped;
bool m_hasJumpedIntoAir;
Vector m_jumpTarget;
CountdownTimer m_clearPathTimer;
bool m_traversingLadder;
EntityHandle<CBasePlayer> m_visiblePlayer[MAX_CLIENTS];
int m_visiblePlayerCount;
CountdownTimer m_visionTimer;
};
class CheckWayFunctor {
public:
CheckWayFunctor(const CHostageImprov *me, const Vector &goalPos)
{
m_me = me;
m_goalPos = goalPos;
m_blocker = NULL;
}
bool operator()(CHostage *them)
{
if (((CBaseMonster *)them)->IsAlive() && m_me->IsFriendInTheWay((CBaseEntity *)them, m_goalPos))
{
m_blocker = them;
return false;
}
return true;
}
const CHostageImprov *m_me;
Vector m_goalPos;
CHostage *m_blocker;
};
// Functor used with NavAreaBuildPath() for building Hostage paths.
// Once we hook up crouching and ladders, this can be removed and ShortestPathCost() can be used instead.
class HostagePathCost {
public:
float operator()(CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder)
{
if (fromArea == NULL)
{
// first area in path, no cost
return 0.0f;
}
else
{
// compute distance travelled along path so far
float dist;
if (ladder != NULL)
{
const float ladderCost = 10.0f;
return ladder->m_length * ladderCost + fromArea->GetCostSoFar();
}
else
{
dist = (*area->GetCenter() - *fromArea->GetCenter()).Length();
}
float cost = dist + fromArea->GetCostSoFar();
// if this is a "crouch" area, add penalty
if (area->GetAttributes() & NAV_CROUCH)
{
const float crouchPenalty = 10.0f;
cost += crouchPenalty * dist;
}
// if this is a "jump" area, add penalty
if (area->GetAttributes() & NAV_JUMP)
{
const float jumpPenalty = 10.0f;
cost += jumpPenalty * dist;
}
return cost;
}
}
};
class KeepPersonalSpace {
public:
KeepPersonalSpace(CHostageImprov *improv)
{
m_improv = improv;
m_velDir = improv->GetActualVelocity();
m_speed = m_velDir.NormalizeInPlace();
}
bool operator()(CBaseEntity *entity)
{
const float space = 1.0f;
Vector to;
float range;
if (entity == reinterpret_cast<CBaseEntity *>(m_improv->GetEntity()))
return true;
if (entity->IsPlayer() && !entity->IsAlive())
return true;
to = entity->pev->origin - m_improv->GetCentroid();
range = to.NormalizeInPlace();
CBasePlayer *player = static_cast<CBasePlayer *>(entity);
const float spring = 50.0f;
const float damper = 1.0f;
if (range >= spring)
return true;
const float cosTolerance = 0.8f;
if (entity->IsPlayer() && player->m_iTeam == CT && !m_improv->IsFollowing() && m_improv->IsPlayerLookingAtMe(player, cosTolerance))
return true;
const float minSpace = (spring - range);
float ds = -minSpace;
m_improv->ApplyForce(to * ds);
const float force = 0.1f;
m_improv->ApplyForce(m_speed * -force * m_velDir);
return true;
}
private:
CHostageImprov *m_improv;
Vector m_velDir;
float m_speed;
};

View File

@ -0,0 +1,58 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#define NODE_INVALID_EMPTY -1
#define PATH_TRAVERSABLE_EMPTY 0
#define PATH_TRAVERSABLE_SLOPE 1
#define PATH_TRAVERSABLE_STEP 2
#define PATH_TRAVERSABLE_STEPJUMPABLE 3
typedef int node_index_t;
typedef struct localnode_s
{
Vector vecLoc;
int offsetX;
int offsetY;
byte bDepth;
BOOL fSearched;
node_index_t nindexParent;
} localnode_t;
class CLocalNav {
private:
CHostage *m_pOwner;
edict_t *m_pTargetEnt;
BOOL m_fTargetEntHit;
localnode_t *m_nodeArr;
node_index_t m_nindexAvailableNode;
Vector m_vecStartingLoc;
};

View File

@ -0,0 +1,204 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
class CHostageImprov;
class HostageState: public SimpleState<CHostageImprov *>, public IImprovEvent {
public:
virtual ~HostageState() {}
virtual void UpdateStationaryAnimation(CHostageImprov *improv) {}
};
class HostageStateMachine: public SimpleStateMachine<CHostageImprov *, HostageState>, public IImprovEvent {
public:
virtual void OnMoveToSuccess(const Vector &goal) {}
virtual void OnMoveToFailure(const Vector &goal, MoveToFailureType reason) {}
virtual void OnInjury(float amount) {}
};
class HostageIdleState: public HostageState {
public:
virtual ~HostageIdleState() {}
virtual void OnEnter(CHostageImprov *improv) {}
virtual void OnUpdate(CHostageImprov *improv) {}
virtual void OnExit(CHostageImprov *improv) {}
virtual const char *GetName() const { return "Idle"; }
virtual void UpdateStationaryAnimation(CHostageImprov *improv) {}
virtual void OnMoveToSuccess(const Vector &goal) {}
virtual void OnMoveToFailure(const Vector &goal, MoveToFailureType reason) {}
virtual void OnInjury(float amount = -1.0f) {}
private:
CountdownTimer m_waveTimer;
CountdownTimer m_fleeTimer;
CountdownTimer m_disagreeTimer;
CountdownTimer m_escapeTimer;
CountdownTimer m_askTimer;
IntervalTimer m_intimidatedTimer;
CountdownTimer m_pleadTimer;
enum
{
NotMoving = 0,
Moving,
MoveDone,
MoveFailed,
} m_moveState;
bool m_mustFlee;
};
class HostageEscapeToCoverState: public HostageState {
public:
virtual ~HostageEscapeToCoverState() {}
virtual void OnEnter(CHostageImprov *improv) {}
virtual void OnUpdate(CHostageImprov *improv) {}
virtual void OnExit(CHostageImprov *improv) {}
virtual const char *GetName() const { return "Escape:ToCover"; }
virtual void OnMoveToFailure(const Vector &goal, MoveToFailureType reason) {}
public:
void SetRescueGoal(const Vector &rescueGoal) { m_rescueGoal = rescueGoal; }
private:
Vector m_rescueGoal;
Vector m_spot;
bool m_canEscape;
};
class HostageEscapeLookAroundState: public HostageState {
public:
virtual ~HostageEscapeLookAroundState() {}
virtual void OnEnter(CHostageImprov *improv) {}
virtual void OnUpdate(CHostageImprov *improv) {}
virtual void OnExit(CHostageImprov *improv) {}
virtual const char *GetName() const { return "Escape:LookAround"; }
private:
CountdownTimer m_timer;
};
class HostageEscapeState: public HostageState {
public:
virtual ~HostageEscapeState() {}
virtual void OnEnter(CHostageImprov *improv) {}
virtual void OnUpdate(CHostageImprov *improv) {}
virtual void OnExit(CHostageImprov *improv) {}
virtual const char *GetName() const { return "Escape"; }
virtual void OnMoveToFailure(const Vector &goal, MoveToFailureType reason) {}
public:
void ToCover() { m_behavior.SetState(&m_toCoverState); }
void LookAround() { m_behavior.SetState(&m_lookAroundState); }
private:
HostageEscapeToCoverState m_toCoverState;
HostageEscapeLookAroundState m_lookAroundState;
HostageStateMachine m_behavior;
bool m_canEscape;
CountdownTimer m_runTimer;
};
class HostageRetreatState: public HostageState {
public:
virtual ~HostageRetreatState() {}
virtual void OnEnter(CHostageImprov *improv) {}
virtual void OnUpdate(CHostageImprov *improv) {}
virtual void OnExit(CHostageImprov *improv) {}
virtual const char *GetName() const { return "Retreat"; }
};
class HostageFollowState: public HostageState {
public:
virtual ~HostageFollowState() {}
virtual void OnEnter(CHostageImprov *improv) {}
virtual void OnUpdate(CHostageImprov *improv) {}
virtual void OnExit(CHostageImprov *improv) {}
virtual const char *GetName() const { return "Follow"; }
virtual void UpdateStationaryAnimation(CHostageImprov *improv) {}
public:
void SetLeader(CBasePlayer *leader) { m_leader = leader; }
CBasePlayer *GetLeader() const { return m_leader; }
private:
mutable EntityHandle<CBasePlayer> m_leader;
Vector m_lastLeaderPos;
bool m_isWaiting;
float m_stopRange;
CountdownTimer m_makeWayTimer;
CountdownTimer m_impatientTimer;
CountdownTimer m_repathTimer;
bool m_isWaitingForFriend;
CountdownTimer m_waitForFriendTimer;
};
class HostageAnimateState: public HostageState {
public:
virtual ~HostageAnimateState() {}
virtual void OnEnter(CHostageImprov *improv) {}
virtual void OnUpdate(CHostageImprov *improv) {}
virtual void OnExit(CHostageImprov *improv) {}
virtual const char *GetName() const { return "Animate"; }
public:
struct SeqInfo
{
int seqID;
float holdTime;
float rate;
};
enum PerformanceType
{
None = 0,
Walk,
Run,
Jump,
Fall,
Crouch,
CrouchWalk,
Calm,
Anxious,
Afraid,
Sitting,
GettingUp,
Waving,
LookingAround,
Disagreeing,
Flinching,
};
bool IsBusy() const { return (m_sequenceCount > 0); }
int GetCurrentSequenceID() { return m_currentSequence; }
PerformanceType GetPerformance() const { return m_performance; }
void SetPerformance(PerformanceType performance) { m_performance = performance; }
private:
enum { MAX_SEQUENCES = 8 };
struct SeqInfo m_sequence[MAX_SEQUENCES];
int m_sequenceCount;
int m_currentSequence;
enum PerformanceType m_performance;
bool m_isHolding;
CountdownTimer m_holdTimer;
};

156
dlls/items.h Normal file
View File

@ -0,0 +1,156 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
enum ItemRestType
{
ITEM_TYPE_BUYING, // when a player buying items
ITEM_TYPE_TOUCHED, // when the player touches with a weaponbox or armoury_entity
ITEM_TYPE_EQUIPPED // when an entity game_player_equip gives item to player or default item's on player spawn
};
// constant items
#define ITEM_ID_ANTIDOTE 2
#define ITEM_ID_SECURITY 3
enum ItemID
{
ITEM_NONE = -1,
ITEM_SHIELDGUN,
ITEM_P228,
ITEM_GLOCK,
ITEM_SCOUT,
ITEM_HEGRENADE,
ITEM_XM1014,
ITEM_C4,
ITEM_MAC10,
ITEM_AUG,
ITEM_SMOKEGRENADE,
ITEM_ELITE,
ITEM_FIVESEVEN,
ITEM_UMP45,
ITEM_SG550,
ITEM_GALIL,
ITEM_FAMAS,
ITEM_USP,
ITEM_GLOCK18,
ITEM_AWP,
ITEM_MP5N,
ITEM_M249,
ITEM_M3,
ITEM_M4A1,
ITEM_TMP,
ITEM_G3SG1,
ITEM_FLASHBANG,
ITEM_DEAGLE,
ITEM_SG552,
ITEM_AK47,
ITEM_KNIFE,
ITEM_P90,
ITEM_NVG,
ITEM_DEFUSEKIT,
ITEM_KEVLAR,
ITEM_ASSAULT,
ITEM_LONGJUMP,
ITEM_SODACAN,
ITEM_HEALTHKIT,
ITEM_ANTIDOTE,
ITEM_BATTERY
};
class CItem: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual CBaseEntity *Respawn() = 0;
virtual BOOL MyTouch(CBasePlayer *pPlayer) = 0;
};
class CWorldItem: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
public:
int m_iType;
};
class CItemSuit: public CItem {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual BOOL MyTouch(CBasePlayer *pPlayer) = 0;
};
class CItemBattery: public CItem {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual BOOL MyTouch(CBasePlayer *pPlayer) = 0;
};
class CItemAntidote: public CItem {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual BOOL MyTouch(CBasePlayer *pPlayer) = 0;
};
class CItemSecurity: public CItem {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual BOOL MyTouch(CBasePlayer *pPlayer) = 0;
};
class CItemLongJump: public CItem {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual BOOL MyTouch(CBasePlayer *pPlayer) = 0;
};
class CItemKevlar: public CItem {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual BOOL MyTouch(CBasePlayer *pPlayer) = 0;
};
class CItemAssaultSuit: public CItem {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual BOOL MyTouch(CBasePlayer *pPlayer) = 0;
};
class CItemThighPack: public CItem {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual BOOL MyTouch(CBasePlayer *pPlayer) = 0;
};

51
dlls/lights.h Normal file
View File

@ -0,0 +1,51 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#define SF_LIGHT_START_OFF 1
class CLight: public CPointEntity {
public:
virtual void Spawn() = 0;
virtual void Restart() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
private:
int m_iStyle;
int m_iszPattern;
BOOL m_iStartedOff;
};
class CEnvLight: public CLight {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
};

43
dlls/mapinfo.h Normal file
View File

@ -0,0 +1,43 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
const float MAX_BOMB_RADIUS = 2048.0f;
class CMapInfo: public CPointEntity
{
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual void UpdateOnRemove() = 0;
public:
InfoMapBuyParam m_iBuyingStatus;
float m_flBombRadius;
};

224
dlls/maprules.h Normal file
View File

@ -0,0 +1,224 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
class CRuleEntity: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
public:
void SetMaster(int iszMaster) { m_iszMaster = iszMaster; }
private:
string_t m_iszMaster;
};
// Base class for all rule "point" entities (not brushes)
class CRulePointEntity: public CRuleEntity {
public:
virtual void Spawn() = 0;
};
// Base class for all rule "brush" entities (not brushes)
// Default behavior is to set up like a trigger, invisible, but keep the model for volume testing
class CRuleBrushEntity: public CRuleEntity {
public:
virtual void Spawn() = 0;
};
#define SF_SCORE_NEGATIVE BIT(0) // Allow negative scores
#define SF_SCORE_TEAM BIT(1) // Award points to team in teamplay
// Award points to player / team
// Points +/- total
class CGameScore: public CRulePointEntity {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
int Points() const { return int(pev->frags); }
bool AllowNegativeScore() { return (pev->spawnflags & SF_SCORE_NEGATIVE) == SF_SCORE_NEGATIVE; }
bool AwardToTeam() const { return (pev->spawnflags & SF_SCORE_TEAM) == SF_SCORE_TEAM; }
void SetPoints(int points) { pev->frags = points; }
};
// Ends the game in Multiplayer
class CGameEnd: public CRulePointEntity {
public:
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
#define SF_ENVTEXT_ALLPLAYERS BIT(0) // Message will be displayed to all players instead of just the activator.
// NON-Localized HUD Message (use env_message to display a titles.txt message)
class CGameText: public CRulePointEntity {
public:
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
bool MessageToAll() const { return (pev->spawnflags & SF_ENVTEXT_ALLPLAYERS) == SF_ENVTEXT_ALLPLAYERS; }
void MessageSet(const char *pMessage) { pev->message = ALLOC_STRING(pMessage); }
const char *MessageGet() const { return STRING(pev->message); }
private:
hudtextparms_t m_textParms;
};
#define SF_TEAMMASTER_FIREONCE BIT(0) // Remove on Fire
#define SF_TEAMMASTER_ANYTEAM BIT(1) // Any team until set? -- Any team can use this until the team is set (otherwise no teams can use it)
// "Masters" like multisource, but based on the team of the activator
// Only allows mastered entity to fire if the team matches my team
//
// team index (pulled from server team list "mp_teamlist"
class CGameTeamMaster: public CRulePointEntity {
public:
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int ObjectCaps() = 0;
virtual BOOL IsTriggered(CBaseEntity *pActivator) = 0;
virtual const char *TeamID() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
bool RemoveOnFire() const { return (pev->spawnflags & SF_TEAMMASTER_FIREONCE) == SF_TEAMMASTER_FIREONCE; }
bool AnyTeam() const { return (pev->spawnflags & SF_TEAMMASTER_ANYTEAM) == SF_TEAMMASTER_ANYTEAM; }
public:
int m_teamIndex;
USE_TYPE m_triggerType;
};
#define SF_TEAMSET_FIREONCE BIT(0) // Remove entity after firing.
#define SF_TEAMSET_CLEARTEAM BIT(1) // Clear team -- Sets the team to "NONE" instead of activator
// Changes the team of the entity it targets to the activator's team
class CGameTeamSet: public CRulePointEntity {
public:
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
bool RemoveOnFire() const { return (pev->spawnflags & SF_TEAMSET_FIREONCE) == SF_TEAMSET_FIREONCE; }
bool ShouldClearTeam() const { return (pev->spawnflags & SF_TEAMSET_CLEARTEAM) == SF_TEAMSET_CLEARTEAM; }
};
// Players in the zone fire my target when I'm fired
// Needs master?
class CGamePlayerZone: public CRuleBrushEntity {
public:
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
private:
string_t m_iszInTarget;
string_t m_iszOutTarget;
string_t m_iszInCount;
string_t m_iszOutCount;
};
#define SF_PKILL_FIREONCE BIT(0) // Remove entity after firing.
// Damages the player who fires it
class CGamePlayerHurt: public CRulePointEntity {
public:
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
bool RemoveOnFire() const { return (pev->spawnflags & SF_PKILL_FIREONCE) == SF_PKILL_FIREONCE; }
};
#define SF_GAMECOUNT_FIREONCE BIT(0) // Remove entity after firing.
#define SF_GAMECOUNT_RESET BIT(1) // Reset entity Initial value after fired.
#define SF_GAMECOUNT_RESET BIT(2) // Fire a target when initial value is higher than limit value.
// Counts events and fires target
class CGameCounter: public CRulePointEntity {
public:
virtual void Spawn() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
bool RemoveOnFire() const { return (pev->spawnflags & SF_GAMECOUNT_FIREONCE) == SF_GAMECOUNT_FIREONCE; }
bool ResetOnFire() const { return (pev->spawnflags & SF_GAMECOUNT_RESET) == SF_GAMECOUNT_RESET; }
void CountUp() { pev->frags++; }
void CountDown() { pev->frags--; }
void ResetCount() { pev->frags = pev->dmg; }
int CountValue() const { return int(pev->frags); }
int LimitValue() const { return int(pev->health); }
bool HitLimit() const { return CountValue() == LimitValue(); }
private:
void SetCountValue(int value) { pev->frags = value; }
void SetInitialValue(int value) { pev->dmg = value; }
};
#define SF_GAMECOUNTSET_FIREONCE BIT(0) // Remove entity after firing.
// Sets the counter's value
class CGameCounterSet: public CRulePointEntity {
public:
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
bool RemoveOnFire() const { return (pev->spawnflags & SF_GAMECOUNTSET_FIREONCE) == SF_GAMECOUNTSET_FIREONCE; }
};
#define MAX_EQUIP 32
#define SF_PLAYEREQUIP_USEONLY BIT(0) // If set, the game_player_equip entity will not equip respawning players,
// but only react to direct triggering, equipping its activator. This makes its master obsolete.
// Sets the default player equipment
class CGamePlayerEquip: public CRulePointEntity {
public:
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
bool UseOnly() const { return (pev->spawnflags & SF_PLAYEREQUIP_USEONLY) == SF_PLAYEREQUIP_USEONLY; }
public:
string_t m_weaponNames[MAX_EQUIP];
int m_weaponCount[MAX_EQUIP];
};
#define SF_PTEAM_FIREONCE BIT(0) // Remove entity after firing.
#define SF_PTEAM_KILL BIT(1) // Kill Player.
#define SF_PTEAM_GIB BIT(2) // Gib Player.
// Changes the team of the player who fired it
class CGamePlayerTeam: public CRulePointEntity {
public:
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
private:
bool RemoveOnFire() const { return (pev->spawnflags & SF_PTEAM_FIREONCE) == SF_PTEAM_FIREONCE; }
bool ShouldKillPlayer() const { return (pev->spawnflags & SF_PTEAM_KILL) == SF_PTEAM_KILL; }
bool ShouldGibPlayer() const { return (pev->spawnflags & SF_PTEAM_GIB) == SF_PTEAM_GIB; }
};

45
dlls/monsterevent.h Normal file
View File

@ -0,0 +1,45 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
typedef struct MonsterEvent_s
{
int event;
char *options;
} MonsterEvent_t;
#define EVENT_SPECIFIC 0
#define EVENT_SCRIPTED 1000
#define EVENT_SHARED 2000
#define EVENT_CLIENT 5000
#define MONSTER_EVENT_BODYDROP_LIGHT 2001
#define MONSTER_EVENT_BODYDROP_HEAVY 2002
#define MONSTER_EVENT_SWISHSOUND 2010

84
dlls/monsters.h Normal file
View File

@ -0,0 +1,84 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#include "skill.h"
#define R_AL -2 // (ALLY) pals. Good alternative to R_NO when applicable.
#define R_FR -1 // (FEAR) will run
#define R_NO 0 // (NO RELATIONSHIP) disregard
#define R_DL 1 // (DISLIKE) will attack
#define R_HT 2 // (HATE) will attack this character instead of any visible DISLIKEd characters
#define R_NM 3 // (NEMESIS) A monster Will ALWAYS attack its nemsis, no matter what
#define SF_MONSTER_WAIT_TILL_SEEN BIT(0) // spawnflag that makes monsters wait until player can see them before attacking.
#define SF_MONSTER_GAG BIT(1) // no idle noises from this monster
#define SF_MONSTER_HITMONSTERCLIP BIT(2)
#define SF_MONSTER_PRISONER BIT(4) // monster won't attack anyone, no one will attacks him.
#define SF_MONSTER_WAIT_FOR_SCRIPT BIT(7) //spawnflag that makes monsters wait to check for attacking until the script is done or they've been attacked
#define SF_MONSTER_PREDISASTER BIT(8) //this is a predisaster scientist or barney. Influences how they speak.
#define SF_MONSTER_FADECORPSE BIT(9) // Fade out corpse after death
#define SF_MONSTER_FALL_TO_GROUND BIT(31)
// These bits represent the monster's memory
#define MEMORY_CLEAR 0
#define bits_MEMORY_PROVOKED BIT(0) // right now only used for houndeyes.
#define bits_MEMORY_INCOVER BIT(1) // monster knows it is in a covered position.
#define bits_MEMORY_SUSPICIOUS BIT(2) // Ally is suspicious of the player, and will move to provoked more easily
#define bits_MEMORY_PATH_FINISHED BIT(3) // Finished monster path (just used by big momma for now)
#define bits_MEMORY_ON_PATH BIT(4) // Moving on a path
#define bits_MEMORY_MOVE_FAILED BIT(5) // Movement has already failed
#define bits_MEMORY_FLINCHED BIT(6) // Has already flinched
#define bits_MEMORY_KILLED BIT(7) // HACKHACK -- remember that I've already called my Killed()
#define bits_MEMORY_CUSTOM4 BIT(28) // Monster-specific memory
#define bits_MEMORY_CUSTOM3 BIT(29) // Monster-specific memory
#define bits_MEMORY_CUSTOM2 BIT(30) // Monster-specific memory
#define bits_MEMORY_CUSTOM1 BIT(31) // Monster-specific memory
// MoveToOrigin stuff
#define MOVE_START_TURN_DIST 64 // when this far away from moveGoal, start turning to face next goal
#define MOVE_STUCK_DIST 32 // if a monster can't step this far, it is stuck.
#define MOVE_NORMAL 0 // normal move in the direction monster is facing
#define MOVE_STRAFE 1 // moves in direction specified, no matter which way monster is facing
enum HitBoxGroup
{
HITGROUP_GENERIC = 0,
HITGROUP_HEAD,
HITGROUP_CHEST,
HITGROUP_STOMACH,
HITGROUP_LEFTARM,
HITGROUP_RIGHTARM,
HITGROUP_LEFTLEG,
HITGROUP_RIGHTLEG,
HITGROUP_SHIELD,
NUM_HITGROUPS,
};

56
dlls/mortar.h Normal file
View File

@ -0,0 +1,56 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
class CFuncMortarField: public CBaseToggle {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
// Bmodels don't go across transitions
virtual int ObjectCaps() = 0;
public:
int m_iszXController;
int m_iszYController;
float m_flSpread;
float m_flDelay;
int m_iCount;
int m_fControl;
};
class CMortar: public CGrenade {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
public:
int m_spriteTexture;
};

32
dlls/observer.h Normal file
View File

@ -0,0 +1,32 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#define CAMERA_MODE_SPEC_ANYONE 0
#define CAMERA_MODE_SPEC_ONLY_TEAM 1
#define CAMERA_MODE_SPEC_ONLY_FRIST_PERSON 2

44
dlls/pathcorner.h Normal file
View File

@ -0,0 +1,44 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#define SF_CORNER_WAITFORTRIG BIT(0)
#define SF_CORNER_TELEPORT BIT(1)
#define SF_CORNER_FIREONCE BIT(2)
class CPathCorner: public CPointEntity {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual float GetDelay() = 0;
private:
float m_flWait;
};

186
dlls/plats.h Normal file
View File

@ -0,0 +1,186 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#define SF_PLAT_TOGGLE BIT(0) // The lift is no more automatically called from top and activated by stepping on it.
// It required trigger to do so.
class CBasePlatTrain: public CBaseToggle {
public:
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
// This is done to fix spawn flag collisions between this class and a derived class
virtual BOOL IsTogglePlat() = 0;
public:
byte m_bMoveSnd;
byte m_bStopSnd;
float m_volume;
};
class CFuncPlat: public CBasePlatTrain {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void Blocked(CBaseEntity *pOther) = 0;
virtual void GoUp() = 0;
virtual void GoDown() = 0;
virtual void HitTop() = 0;
virtual void HitBottom() = 0;
};
class CPlatTrigger: public CBaseEntity {
public:
virtual int ObjectCaps() = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
public:
CFuncPlat *m_pPlatform;
};
class CFuncPlatRot: public CFuncPlat {
public:
virtual void Spawn() = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void GoUp() = 0;
virtual void GoDown() = 0;
virtual void HitTop() = 0;
virtual void HitBottom() = 0;
public:
Vector m_end;
Vector m_start;
};
class CFuncTrain: public CBasePlatTrain {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void Restart() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void Activate() = 0;
virtual void OverrideReset() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
virtual void Blocked(CBaseEntity *pOther) = 0;
public:
Vector m_vStartPosition;
entvars_t *m_pevFirstTarget;
entvars_t *m_pevCurrentTarget;
int m_sounds;
BOOL m_activated;
};
// This class defines the volume of space that the player must stand in to control the train
class CFuncTrainControls: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual int ObjectCaps() = 0;
};
#define SF_TRACK_ACTIVATETRAIN BIT(0)
#define SF_TRACK_RELINK BIT(1)
#define SF_TRACK_ROTMOVE BIT(2)
#define SF_TRACK_STARTBOTTOM BIT(3)
#define SF_TRACK_DONT_MOVE BIT(4)
enum TRAIN_CODE { TRAIN_SAFE, TRAIN_BLOCKING, TRAIN_FOLLOWING };
// This entity is a rotating/moving platform that will carry a train to a new track.
// It must be larger in X-Y planar area than the train, since it must contain the
// train within these dimensions in order to operate when the train is near it.
class CFuncTrackChange: public CFuncPlatRot {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void OverrideReset() = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
virtual BOOL IsTogglePlat() = 0;
virtual void GoUp() = 0;
virtual void GoDown() = 0;
virtual void HitTop() = 0;
virtual void HitBottom() = 0;
virtual void UpdateAutoTargets(int toggleState) = 0;
public:
void DisableUse() { m_use = 0; }
void EnableUse() { m_use = 1; }
int UseEnabled() const { return m_use; }
public:
static TYPEDESCRIPTION IMPL(m_SaveData)[9];
CPathTrack *m_trackTop;
CPathTrack *m_trackBottom;
CFuncTrackTrain *m_train;
int m_trackTopName;
int m_trackBottomName;
int m_trainName;
TRAIN_CODE m_code;
int m_targetState;
int m_use;
};
class CFuncTrackAuto: public CFuncTrackChange {
public:
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
virtual void UpdateAutoTargets(int toggleState) = 0;
};
// pev->speed is the travel speed
// pev->health is current health
// pev->max_health is the amount to reset to each time it starts
#define SF_GUNTARGET_START_ON BIT(0)
class CGunTarget: public CBaseMonster {
public:
virtual void Spawn() = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Activate() = 0;
virtual int Classify() = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual int BloodColor() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
virtual Vector BodyTarget(const Vector &posSrc) = 0;
private:
BOOL m_on;
};

642
dlls/player.h Normal file
View File

@ -0,0 +1,642 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#include "weapons.h"
#include "pm_materials.h"
#include "hintmessage.h"
#include "unisignals.h"
#define SOUND_FLASHLIGHT_ON "items/flashlight1.wav"
#define SOUND_FLASHLIGHT_OFF "items/flashlight1.wav"
const int MAX_PLAYER_NAME_LENGTH = 32;
const int MAX_AUTOBUY_LENGTH = 256;
const int MAX_REBUY_LENGTH = 256;
const int MAX_RECENT_PATH = 20;
const int MAX_HOSTAGE_ICON = 4; // the maximum number of icons of the hostages in the HUD
const int MAX_SUIT_NOREPEAT = 32;
const int MAX_SUIT_PLAYLIST = 4; // max of 4 suit sentences queued up at any time
const int MAX_BUFFER_MENU = 175;
const int MAX_BUFFER_MENU_BRIEFING = 50;
const float SUIT_UPDATE_TIME = 3.5f;
const float SUIT_FIRST_UPDATE_TIME = 0.1f;
const float MAX_PLAYER_FATAL_FALL_SPEED = 1100.0f;
const float MAX_PLAYER_SAFE_FALL_SPEED = 500.0f;
const float MAX_PLAYER_USE_RADIUS = 64.0f;
const float ARMOR_RATIO = 0.5f; // Armor Takes 50% of the damage
const float ARMOR_BONUS = 0.5f; // Each Point of Armor is work 1/x points of health
const float FLASH_DRAIN_TIME = 1.2f; // 100 units/3 minutes
const float FLASH_CHARGE_TIME = 0.2f; // 100 units/20 seconds (seconds per unit)
// damage per unit per second.
const float DAMAGE_FOR_FALL_SPEED = 100.0f / (MAX_PLAYER_FATAL_FALL_SPEED - MAX_PLAYER_SAFE_FALL_SPEED);
const float PLAYER_MIN_BOUNCE_SPEED = 350.0f;
// won't punch player's screen/make scrape noise unless player falling at least this fast.
const float PLAYER_FALL_PUNCH_THRESHHOLD = 250.0f;
// Money blinks few of times on the freeze period
// NOTE: It works for CZ
const int MONEY_BLINK_AMOUNT = 30;
// Player time based damage
#define AIRTIME 12 // lung full of air lasts this many seconds
#define PARALYZE_DURATION 2 // number of 2 second intervals to take damage
#define PARALYZE_DAMAGE 1.0f // damage to take each 2 second interval
#define NERVEGAS_DURATION 2
#define NERVEGAS_DAMAGE 5.0f
#define POISON_DURATION 5
#define POISON_DAMAGE 2.0f
#define RADIATION_DURATION 2
#define RADIATION_DAMAGE 1.0f
#define ACID_DURATION 2
#define ACID_DAMAGE 5.0f
#define SLOWBURN_DURATION 2
#define SLOWBURN_DAMAGE 1.0f
#define SLOWFREEZE_DURATION 2
#define SLOWFREEZE_DAMAGE 1.0f
// Player physics flags bits
// CBasePlayer::m_afPhysicsFlags
#define PFLAG_ONLADDER BIT(0)
#define PFLAG_ONSWING BIT(0)
#define PFLAG_ONTRAIN BIT(1)
#define PFLAG_ONBARNACLE BIT(2)
#define PFLAG_DUCKING BIT(3) // In the process of ducking, but totally squatted yet
#define PFLAG_USING BIT(4) // Using a continuous entity
#define PFLAG_OBSERVER BIT(5) // player is locked in stationary cam mode. Spectators can move, observers can't.
#define TRAIN_OFF 0x00
#define TRAIN_NEUTRAL 0x01
#define TRAIN_SLOW 0x02
#define TRAIN_MEDIUM 0x03
#define TRAIN_FAST 0x04
#define TRAIN_BACK 0x05
#define TRAIN_ACTIVE 0x80
#define TRAIN_NEW 0xc0
const bool SUIT_GROUP = true;
const bool SUIT_SENTENCE = false;
const int SUIT_REPEAT_OK = 0;
const int SUIT_NEXT_IN_30SEC = 30;
const int SUIT_NEXT_IN_1MIN = 60;
const int SUIT_NEXT_IN_5MIN = 300;
const int SUIT_NEXT_IN_10MIN = 600;
const int SUIT_NEXT_IN_30MIN = 1800;
const int SUIT_NEXT_IN_1HOUR = 3600;
const int MAX_TEAM_NAME_LENGTH = 16;
const auto AUTOAIM_2DEGREES = 0.0348994967025;
const auto AUTOAIM_5DEGREES = 0.08715574274766;
const auto AUTOAIM_8DEGREES = 0.1391731009601;
const auto AUTOAIM_10DEGREES = 0.1736481776669;
// custom enum
enum RewardType
{
RT_NONE,
RT_ROUND_BONUS,
RT_PLAYER_RESET,
RT_PLAYER_JOIN,
RT_PLAYER_SPEC_JOIN,
RT_PLAYER_BOUGHT_SOMETHING,
RT_HOSTAGE_TOOK,
RT_HOSTAGE_RESCUED,
RT_HOSTAGE_DAMAGED,
RT_HOSTAGE_KILLED,
RT_TEAMMATES_KILLED,
RT_ENEMY_KILLED,
RT_INTO_GAME,
RT_VIP_KILLED,
RT_VIP_RESCUED_MYSELF
};
enum PLAYER_ANIM
{
PLAYER_IDLE,
PLAYER_WALK,
PLAYER_JUMP,
PLAYER_SUPERJUMP,
PLAYER_DIE,
PLAYER_ATTACK1,
PLAYER_ATTACK2,
PLAYER_FLINCH,
PLAYER_LARGE_FLINCH,
PLAYER_RELOAD,
PLAYER_HOLDBOMB
};
enum _Menu
{
Menu_OFF,
Menu_ChooseTeam,
Menu_IGChooseTeam,
Menu_ChooseAppearance,
Menu_Buy,
Menu_BuyPistol,
Menu_BuyRifle,
Menu_BuyMachineGun,
Menu_BuyShotgun,
Menu_BuySubMachineGun,
Menu_BuyItem,
Menu_Radio1,
Menu_Radio2,
Menu_Radio3,
Menu_ClientBuy
};
enum TeamName
{
UNASSIGNED,
TERRORIST,
CT,
SPECTATOR,
};
enum ModelName
{
MODEL_UNASSIGNED,
MODEL_URBAN,
MODEL_TERROR,
MODEL_LEET,
MODEL_ARCTIC,
MODEL_GSG9,
MODEL_GIGN,
MODEL_SAS,
MODEL_GUERILLA,
MODEL_VIP,
MODEL_MILITIA,
MODEL_SPETSNAZ,
MODEL_AUTO
};
enum JoinState
{
JOINED,
SHOWLTEXT,
READINGLTEXT,
SHOWTEAMSELECT,
PICKINGTEAM,
GETINTOGAME
};
enum TrackCommands
{
CMD_SAY = 0,
CMD_SAYTEAM,
CMD_FULLUPDATE,
CMD_VOTE,
CMD_VOTEMAP,
CMD_LISTMAPS,
CMD_LISTPLAYERS,
CMD_NIGHTVISION,
COMMANDS_TO_TRACK,
};
enum IgnoreChatMsg : int
{
IGNOREMSG_NONE,
IGNOREMSG_ENEMY,
IGNOREMSG_TEAM
};
struct RebuyStruct
{
int m_primaryWeapon;
int m_primaryAmmo;
int m_secondaryWeapon;
int m_secondaryAmmo;
int m_heGrenade;
int m_flashbang;
int m_smokeGrenade;
int m_defuser;
int m_nightVision;
ArmorType m_armor;
};
enum ThrowDirection
{
THROW_NONE,
THROW_FORWARD,
THROW_BACKWARD,
THROW_HITVEL,
THROW_BOMB,
THROW_GRENADE,
THROW_HITVEL_MINUS_AIRVEL
};
const float MAX_ID_RANGE = 2048.0f;
const float MAX_SPEC_ID_RANGE = 8192.0f;
const int MAX_SBAR_STRING = 128;
const int SBAR_TARGETTYPE_TEAMMATE = 1;
const int SBAR_TARGETTYPE_ENEMY = 2;
const int SBAR_TARGETTYPE_HOSTAGE = 3;
enum sbar_data
{
SBAR_ID_TARGETTYPE = 1,
SBAR_ID_TARGETNAME,
SBAR_ID_TARGETHEALTH,
SBAR_END
};
enum MusicState { SILENT, CALM, INTENSE };
class CCSPlayer;
class CStripWeapons: public CPointEntity {
public:
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
// Multiplayer intermission spots.
class CInfoIntermission: public CPointEntity {
public:
virtual void Spawn() = 0;
virtual void Think() = 0;
};
// Dead HEV suit prop
class CDeadHEV: public CBaseMonster {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Classify() = 0;
public:
int m_iPose; // which sequence to display -- temporary, don't need to save
static char *m_szPoses[4];
};
class CSprayCan: public CBaseEntity {
public:
virtual void Think() = 0;
virtual int ObjectCaps() = 0;
};
class CBloodSplat: public CBaseEntity {
public:
};
class CBasePlayer: public CBaseMonster {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual int Classify() = 0;
virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual BOOL TakeHealth(float flHealth, int bitsDamageType) = 0;
virtual void Killed(entvars_t *pevAttacker, int iGib) = 0;
virtual void AddPoints(int score, BOOL bAllowNegativeScore) = 0;
virtual void AddPointsToTeam(int score, BOOL bAllowNegativeScore) = 0;
virtual BOOL AddPlayerItem(CBasePlayerItem *pItem) = 0;
virtual BOOL RemovePlayerItem(CBasePlayerItem *pItem) = 0;
virtual int GiveAmmo(int iAmount, const char *szName, int iMax = -1) = 0;
virtual void StartSneaking() = 0;
virtual void UpdateOnRemove() = 0;
virtual BOOL IsSneaking() = 0;
virtual BOOL IsAlive() = 0;
virtual BOOL IsPlayer() = 0;
virtual BOOL IsNetClient() = 0;
virtual const char *TeamID() = 0;
virtual BOOL FBecomeProne() = 0;
virtual Vector BodyTarget(const Vector &posSrc) = 0;
virtual int Illumination() = 0;
virtual BOOL ShouldFadeOnDeath() = 0;
virtual void ResetMaxSpeed() = 0;
virtual void Jump() = 0;
virtual void Duck() = 0;
virtual void PreThink() = 0;
virtual void PostThink() = 0;
virtual Vector GetGunPosition() = 0;
virtual BOOL IsBot() = 0;
virtual void UpdateClientData() = 0;
virtual void ImpulseCommands() = 0;
virtual void RoundRespawn() = 0;
virtual Vector GetAutoaimVector(float flDelta) = 0;
virtual void Blind(float flUntilTime, float flHoldTime, float flFadeTime, int iAlpha) = 0;
virtual void OnTouchingWeapon(CWeaponBox *pWeapon) = 0;
public:
static CBasePlayer *Instance(edict_t *pent) { return (CBasePlayer *)GET_PRIVATE(pent ? pent : ENT(0)); }
static CBasePlayer *Instance(entvars_t *pev) { return Instance(ENT(pev)); }
static CBasePlayer *Instance(int offset) { return Instance(ENT(offset)); }
int IsObserver() { return pev->iuser1; }
void SetWeaponAnimType(const char *szExtention) { strcpy(m_szAnimExtention, szExtention); }
bool IsProtectedByShield() { return m_bOwnsShield && m_bShieldDrawn; }
bool IsReloading() const;
bool IsBlind() const { return (m_blindUntilTime > gpGlobals->time); }
bool IsAutoFollowAllowed() const { return (gpGlobals->time > m_allowAutoFollowTime); }
void InhibitAutoFollow(float duration) { m_allowAutoFollowTime = gpGlobals->time + duration; }
void AllowAutoFollow() { m_allowAutoFollowTime = 0; }
void SetObserverAutoDirector(bool val) { m_bObserverAutoDirector = val; }
bool CanSwitchObserverModes() const { return m_canSwitchObserverModes; }
CCSPlayer *CSPlayer() const;
// templates
template<typename Functor>
CBasePlayerItem *ForEachItem(int slot, const Functor &func)
{
auto item = m_rgpPlayerItems[ slot ];
while (item)
{
if (func(item))
return item;
item = item->m_pNext;
}
return nullptr;
}
template<typename Functor>
CBasePlayerItem *ForEachItem(const Functor &func)
{
for (auto item : m_rgpPlayerItems)
{
while (item)
{
if (func(item))
return item;
item = item->m_pNext;
}
}
return nullptr;
}
public:
enum { MaxLocationLen = 32 };
int random_seed;
unsigned short m_usPlayerBleed;
EHANDLE m_hObserverTarget;
float m_flNextObserverInput;
int m_iObserverWeapon;
int m_iObserverC4State;
bool m_bObserverHasDefuser;
int m_iObserverLastMode;
float m_flFlinchTime;
float m_flAnimTime;
bool m_bHighDamage;
float m_flVelocityModifier;
int m_iLastZoom;
bool m_bResumeZoom;
float m_flEjectBrass;
ArmorType m_iKevlar;
bool m_bNotKilled;
TeamName m_iTeam;
int m_iAccount;
bool m_bHasPrimary;
float m_flDeathThrowTime;
int m_iThrowDirection;
float m_flLastTalk;
bool m_bJustConnected;
bool m_bContextHelp;
JoinState m_iJoiningState;
CBaseEntity *m_pIntroCamera;
float m_fIntroCamTime;
float m_fLastMovement;
bool m_bMissionBriefing;
bool m_bTeamChanged;
ModelName m_iModelName;
int m_iTeamKills;
IgnoreChatMsg m_iIgnoreGlobalChat;
bool m_bHasNightVision;
bool m_bNightVisionOn;
Vector m_vRecentPath[MAX_RECENT_PATH];
float m_flIdleCheckTime;
float m_flRadioTime;
int m_iRadioMessages;
bool m_bIgnoreRadio;
bool m_bHasC4;
bool m_bHasDefuser;
bool m_bKilledByBomb;
Vector m_vBlastVector;
bool m_bKilledByGrenade;
CHintMessageQueue m_hintMessageQueue;
int m_flDisplayHistory;
_Menu m_iMenu;
int m_iChaseTarget;
CBaseEntity *m_pChaseTarget;
float m_fCamSwitch;
bool m_bEscaped;
bool m_bIsVIP;
float m_tmNextRadarUpdate;
Vector m_vLastOrigin;
int m_iCurrentKickVote;
float m_flNextVoteTime;
bool m_bJustKilledTeammate;
int m_iHostagesKilled;
int m_iMapVote;
bool m_bCanShoot;
float m_flLastFired;
float m_flLastAttackedTeammate;
bool m_bHeadshotKilled;
bool m_bPunishedForTK;
bool m_bReceivesNoMoneyNextRound;
int m_iTimeCheckAllowed;
bool m_bHasChangedName;
char m_szNewName[MAX_PLAYER_NAME_LENGTH];
bool m_bIsDefusing;
float m_tmHandleSignals;
CUnifiedSignals m_signals;
edict_t *m_pentCurBombTarget;
int m_iPlayerSound;
int m_iTargetVolume;
int m_iWeaponVolume;
int m_iExtraSoundTypes;
int m_iWeaponFlash;
float m_flStopExtraSoundTime;
float m_flFlashLightTime;
int m_iFlashBattery;
int m_afButtonLast;
int m_afButtonPressed;
int m_afButtonReleased;
edict_t *m_pentSndLast;
float m_flSndRoomtype;
float m_flSndRange;
float m_flFallVelocity;
int m_rgItems[MAX_ITEMS];
int m_fNewAmmo;
unsigned int m_afPhysicsFlags;
float m_fNextSuicideTime;
float m_flTimeStepSound;
float m_flTimeWeaponIdle;
float m_flSwimTime;
float m_flDuckTime;
float m_flWallJumpTime;
float m_flSuitUpdate;
int m_rgSuitPlayList[MAX_SUIT_PLAYLIST];
int m_iSuitPlayNext;
int m_rgiSuitNoRepeat[MAX_SUIT_NOREPEAT];
float m_rgflSuitNoRepeatTime[MAX_SUIT_NOREPEAT];
int m_lastDamageAmount;
float m_tbdPrev;
float m_flgeigerRange;
float m_flgeigerDelay;
int m_igeigerRangePrev;
int m_iStepLeft;
char m_szTextureName[CBTEXTURENAMEMAX];
char m_chTextureType;
int m_idrowndmg;
int m_idrownrestored;
int m_bitsHUDDamage;
BOOL m_fInitHUD;
BOOL m_fGameHUDInitialized;
int m_iTrain;
BOOL m_fWeapon;
EHANDLE m_pTank;
float m_fDeadTime;
BOOL m_fNoPlayerSound;
BOOL m_fLongJump;
float m_tSneaking;
int m_iUpdateTime;
int m_iClientHealth;
int m_iClientBattery;
int m_iHideHUD;
int m_iClientHideHUD;
int m_iFOV;
int m_iClientFOV;
int m_iNumSpawns;
CBaseEntity *m_pObserver;
CBasePlayerItem *m_rgpPlayerItems[MAX_ITEM_TYPES];
CBasePlayerItem *m_pActiveItem;
CBasePlayerItem *m_pClientActiveItem;
CBasePlayerItem *m_pLastItem;
int m_rgAmmo[MAX_AMMO_SLOTS];
int m_rgAmmoLast[MAX_AMMO_SLOTS];
Vector m_vecAutoAim;
BOOL m_fOnTarget;
int m_iDeaths;
int m_izSBarState[SBAR_END];
float m_flNextSBarUpdateTime;
float m_flStatusBarDisappearDelay;
char m_SbarString0[MAX_SBAR_STRING];
int m_lastx;
int m_lasty;
int m_nCustomSprayFrames;
float m_flNextDecalTime;
char m_szTeamName[MAX_TEAM_NAME_LENGTH];
int m_modelIndexPlayer;
char m_szAnimExtention[32];
int m_iGaitsequence;
float m_flGaitframe;
float m_flGaityaw;
Vector m_prevgaitorigin;
float m_flPitch;
float m_flYaw;
float m_flGaitMovement;
int m_iAutoWepSwitch;
bool m_bVGUIMenus;
bool m_bShowHints;
bool m_bShieldDrawn;
bool m_bOwnsShield;
bool m_bWasFollowing;
float m_flNextFollowTime;
float m_flYawModifier;
float m_blindUntilTime;
float m_blindStartTime;
float m_blindHoldTime;
float m_blindFadeTime;
int m_blindAlpha;
float m_allowAutoFollowTime;
char m_autoBuyString[MAX_AUTOBUY_LENGTH];
char *m_rebuyString;
RebuyStruct m_rebuyStruct;
bool m_bIsInRebuy;
float m_flLastUpdateTime;
char m_lastLocation[MaxLocationLen];
float m_progressStart;
float m_progressEnd;
bool m_bObserverAutoDirector;
bool m_canSwitchObserverModes;
float m_heartBeatTime;
float m_intenseTimestamp;
float m_silentTimestamp;
MusicState m_musicState;
float m_flLastCommandTime[COMMANDS_TO_TRACK];
};
class CWShield: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
public:
void SetCantBePickedUpByUser(CBaseEntity *pEntity, float time) { m_hEntToIgnoreTouchesFrom = pEntity; m_flTimeToIgnoreTouches = gpGlobals->time + time; }
public:
EntityHandle<CBasePlayer> m_hEntToIgnoreTouchesFrom;
float m_flTimeToIgnoreTouches;
};
inline bool CBasePlayer::IsReloading() const
{
CBasePlayerWeapon *weapon = static_cast<CBasePlayerWeapon *>(m_pActiveItem);
if (weapon && weapon->m_fInReload)
return true;
return false;
}
inline CCSPlayer *CBasePlayer::CSPlayer() const {
return reinterpret_cast<CCSPlayer *>(this->m_pEntity);
}
// returns a CBaseEntity pointer to a player by index. Only returns if the player is spawned and connected otherwise returns NULL
// Index is 1 based
inline CBasePlayer *UTIL_PlayerByIndex(int playerIndex)
{
return (CBasePlayer *)GET_PRIVATE(INDEXENT(playerIndex));
}
inline CBasePlayer *UTIL_PlayerByIndexSafe(int playerIndex)
{
CBasePlayer *player = nullptr;
if (likely(playerIndex > 0 && playerIndex <= gpGlobals->maxClients))
player = UTIL_PlayerByIndex(playerIndex);
return player;
}

490
dlls/regamedll_api.h Normal file
View File

@ -0,0 +1,490 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#include "archtypes.h"
#include "regamedll_interfaces.h"
#include "hookchains.h"
#include "interface.h"
#include "player.h"
#include "gamerules.h"
#include "client.h"
#include "items.h"
#define REGAMEDLL_API_VERSION_MAJOR 5
#define REGAMEDLL_API_VERSION_MINOR 3
// CBasePlayer::Spawn hook
typedef IVoidHookChainClass<class CBasePlayer> IReGameHook_CBasePlayer_Spawn;
typedef IVoidHookChainRegistryClass<class CBasePlayer> IReGameHookRegistry_CBasePlayer_Spawn;
// CBasePlayer::Precache hook
typedef IVoidHookChainClass<class CBasePlayer> IReGameHook_CBasePlayer_Precache;
typedef IVoidHookChainRegistryClass<class CBasePlayer> IReGameHookRegistry_CBasePlayer_Precache;
// CBasePlayer::ObjectCaps hook
typedef IHookChainClass<int, class CBasePlayer> IReGameHook_CBasePlayer_ObjectCaps;
typedef IHookChainRegistryClass<int, class CBasePlayer> IReGameHookRegistry_CBasePlayer_ObjectCaps;
// CBasePlayer::Classify hook
typedef IHookChainClass<int, class CBasePlayer> IReGameHook_CBasePlayer_Classify;
typedef IHookChainRegistryClass<int, class CBasePlayer> IReGameHookRegistry_CBasePlayer_Classify;
// CBasePlayer::TraceAttack hook
typedef IVoidHookChainClass<class CBasePlayer, struct entvars_s *, float, Vector &, struct TraceResult *, int> IReGameHook_CBasePlayer_TraceAttack;
typedef IVoidHookChainRegistryClass<class CBasePlayer, struct entvars_s *, float, Vector &, struct TraceResult *, int> IReGameHookRegistry_CBasePlayer_TraceAttack;
// CBasePlayer::TakeDamage hook
typedef IHookChainClass<BOOL, class CBasePlayer, struct entvars_s *, struct entvars_s *, float&, int> IReGameHook_CBasePlayer_TakeDamage;
typedef IHookChainRegistryClass<BOOL, class CBasePlayer, struct entvars_s *, struct entvars_s *, float&, int> IReGameHookRegistry_CBasePlayer_TakeDamage;
// CBasePlayer::TakeHealth hook
typedef IHookChainClass<BOOL, class CBasePlayer, float, int> IReGameHook_CBasePlayer_TakeHealth;
typedef IHookChainRegistryClass<BOOL, class CBasePlayer, float, int> IReGameHookRegistry_CBasePlayer_TakeHealth;
// CBasePlayer::Killed hook
typedef IVoidHookChainClass<class CBasePlayer, struct entvars_s *, int> IReGameHook_CBasePlayer_Killed;
typedef IVoidHookChainRegistryClass<class CBasePlayer, struct entvars_s *, int> IReGameHookRegistry_CBasePlayer_Killed;
// CBasePlayer::AddPoints hook
typedef IVoidHookChainClass<class CBasePlayer, int, BOOL> IReGameHook_CBasePlayer_AddPoints;
typedef IVoidHookChainRegistryClass<class CBasePlayer, int, BOOL> IReGameHookRegistry_CBasePlayer_AddPoints;
// CBasePlayer::AddPointsToTeam hook
typedef IVoidHookChainClass<class CBasePlayer, int, BOOL> IReGameHook_CBasePlayer_AddPointsToTeam;
typedef IVoidHookChainRegistryClass<class CBasePlayer, int, BOOL> IReGameHookRegistry_CBasePlayer_AddPointsToTeam;
// CBasePlayer::AddPlayerItem hook
typedef IHookChainClass<BOOL, class CBasePlayer, class CBasePlayerItem *> IReGameHook_CBasePlayer_AddPlayerItem;
typedef IHookChainRegistryClass<BOOL, class CBasePlayer, class CBasePlayerItem *> IReGameHookRegistry_CBasePlayer_AddPlayerItem;
// CBasePlayer::RemovePlayerItem hook
typedef IHookChainClass<BOOL, class CBasePlayer, class CBasePlayerItem *> IReGameHook_CBasePlayer_RemovePlayerItem;
typedef IHookChainRegistryClass<BOOL, class CBasePlayer, class CBasePlayerItem *> IReGameHookRegistry_CBasePlayer_RemovePlayerItem;
// CBasePlayer::GiveAmmo hook
typedef IHookChainClass<int, class CBasePlayer, int , const char *, int> IReGameHook_CBasePlayer_GiveAmmo;
typedef IHookChainRegistryClass<int, class CBasePlayer, int , const char *, int> IReGameHookRegistry_CBasePlayer_GiveAmmo;
// CBasePlayer::ResetMaxSpeed hook
typedef IVoidHookChainClass<class CBasePlayer> IReGameHook_CBasePlayer_ResetMaxSpeed;
typedef IVoidHookChainRegistryClass<class CBasePlayer> IReGameHookRegistry_CBasePlayer_ResetMaxSpeed;
// CBasePlayer::Jump hook
typedef IVoidHookChainClass<class CBasePlayer> IReGameHook_CBasePlayer_Jump;
typedef IVoidHookChainRegistryClass<class CBasePlayer> IReGameHookRegistry_CBasePlayer_Jump;
// CBasePlayer::Duck hook
typedef IVoidHookChainClass<class CBasePlayer> IReGameHook_CBasePlayer_Duck;
typedef IVoidHookChainRegistryClass<class CBasePlayer> IReGameHookRegistry_CBasePlayer_Duck;
// CBasePlayer::PreThink hook
typedef IVoidHookChainClass<class CBasePlayer> IReGameHook_CBasePlayer_PreThink;
typedef IVoidHookChainRegistryClass<class CBasePlayer> IReGameHookRegistry_CBasePlayer_PreThink;
// CBasePlayer::PostThink hook
typedef IVoidHookChainClass<class CBasePlayer> IReGameHook_CBasePlayer_PostThink;
typedef IVoidHookChainRegistryClass<class CBasePlayer> IReGameHookRegistry_CBasePlayer_PostThink;
// CBasePlayer::UpdateClientData hook
typedef IVoidHookChainClass<class CBasePlayer> IReGameHook_CBasePlayer_UpdateClientData;
typedef IVoidHookChainRegistryClass<class CBasePlayer> IReGameHookRegistry_CBasePlayer_UpdateClientData;
// CBasePlayer::ImpulseCommands hook
typedef IVoidHookChainClass<class CBasePlayer> IReGameHook_CBasePlayer_ImpulseCommands;
typedef IVoidHookChainRegistryClass<class CBasePlayer> IReGameHookRegistry_CBasePlayer_ImpulseCommands;
// CBasePlayer::RoundRespawn hook
typedef IVoidHookChainClass<class CBasePlayer> IReGameHook_CBasePlayer_RoundRespawn;
typedef IVoidHookChainRegistryClass<class CBasePlayer> IReGameHookRegistry_CBasePlayer_RoundRespawn;
// CBasePlayer::Blind hook
typedef IVoidHookChainClass<class CBasePlayer, float, float, float, int> IReGameHook_CBasePlayer_Blind;
typedef IVoidHookChainRegistryClass<class CBasePlayer, float, float, float, int> IReGameHookRegistry_CBasePlayer_Blind;
// CBasePlayer::Observer_IsValidTarget hook
typedef IHookChainClass<class CBasePlayer *, class CBasePlayer, int, bool> IReGameHook_CBasePlayer_Observer_IsValidTarget;
typedef IHookChainRegistryClass<class CBasePlayer *, class CBasePlayer, int, bool> IReGameHookRegistry_CBasePlayer_Observer_IsValidTarget;
// CBasePlayer::SetAnimation hook
typedef IVoidHookChainClass<class CBasePlayer, PLAYER_ANIM> IReGameHook_CBasePlayer_SetAnimation;
typedef IVoidHookChainRegistryClass<class CBasePlayer, PLAYER_ANIM> IReGameHookRegistry_CBasePlayer_SetAnimation;
// CBasePlayer::GiveDefaultItems hook
typedef IVoidHookChainClass<class CBasePlayer> IReGameHook_CBasePlayer_GiveDefaultItems;
typedef IVoidHookChainRegistryClass<class CBasePlayer> IReGameHookRegistry_CBasePlayer_GiveDefaultItems;
// CBasePlayer::GiveNamedItem hook
typedef IHookChainClass<class CBaseEntity *, class CBasePlayer, const char *> IReGameHook_CBasePlayer_GiveNamedItem;
typedef IHookChainRegistryClass<class CBaseEntity *, class CBasePlayer, const char *> IReGameHookRegistry_CBasePlayer_GiveNamedItem;
// CBasePlayer::AddAccount hook
typedef IVoidHookChainClass<class CBasePlayer, int, RewardType, bool> IReGameHook_CBasePlayer_AddAccount;
typedef IVoidHookChainRegistryClass<class CBasePlayer, int, RewardType, bool> IReGameHookRegistry_CBasePlayer_AddAccount;
// CBasePlayer::GiveShield hook
typedef IVoidHookChainClass<class CBasePlayer, bool> IReGameHook_CBasePlayer_GiveShield;
typedef IVoidHookChainRegistryClass<class CBasePlayer, bool> IReGameHookRegistry_CBasePlayer_GiveShield;
// CBasePlayer:SetClientUserInfoModel hook
typedef IVoidHookChainClass<class CBasePlayer, char *, char *> IReGameHook_CBasePlayer_SetClientUserInfoModel;
typedef IVoidHookChainRegistryClass<class CBasePlayer, char *, char *> IReGameHookRegistry_CBasePlayer_SetClientUserInfoModel;
// CBasePlayer:SetClientUserInfoName hook
typedef IHookChainClass<bool, class CBasePlayer, char *, char *> IReGameHook_CBasePlayer_SetClientUserInfoName;
typedef IHookChainRegistryClass<bool, class CBasePlayer, char *, char *> IReGameHookRegistry_CBasePlayer_SetClientUserInfoName;
// CBasePlayer::HasRestrictItem hook
typedef IHookChainClass<bool, class CBasePlayer, ItemID, ItemRestType> IReGameHook_CBasePlayer_HasRestrictItem;
typedef IHookChainRegistryClass<bool, class CBasePlayer, ItemID, ItemRestType> IReGameHookRegistry_CBasePlayer_HasRestrictItem;
// CBasePlayer::DropPlayerItem hook
typedef IVoidHookChainClass<class CBasePlayer, const char *> IReGameHook_CBasePlayer_DropPlayerItem;
typedef IVoidHookChainRegistryClass<class CBasePlayer, const char *> IReGameHookRegistry_CBasePlayer_DropPlayerItem;
// CBasePlayer::DropShield hook
typedef IVoidHookChainClass<class CBasePlayer, bool> IReGameHook_CBasePlayer_DropShield;
typedef IVoidHookChainRegistryClass<class CBasePlayer, bool> IReGameHookRegistry_CBasePlayer_DropShield;
// CBasePlayer::OnSpawnEquip hook
typedef IVoidHookChainClass<class CBasePlayer, bool, bool> IReGameHook_CBasePlayer_OnSpawnEquip;
typedef IVoidHookChainRegistryClass<class CBasePlayer, bool, bool> IReGameHookRegistry_CBasePlayer_OnSpawnEquip;
// CBasePlayer::Radio hook
typedef IVoidHookChainClass<class CBasePlayer, const char *, const char *, short, bool> IReGameHook_CBasePlayer_Radio;
typedef IVoidHookChainRegistryClass<class CBasePlayer, const char *, const char *, short, bool> IReGameHookRegistry_CBasePlayer_Radio;
// CBasePlayer::Disappear hook
typedef IVoidHookChainClass<class CBasePlayer> IReGameHook_CBasePlayer_Disappear;
typedef IVoidHookChainRegistryClass<class CBasePlayer> IReGameHookRegistry_CBasePlayer_Disappear;
// CBasePlayer::MakeVIP hook
typedef IVoidHookChainClass<class CBasePlayer> IReGameHook_CBasePlayer_MakeVIP;
typedef IVoidHookChainRegistryClass<class CBasePlayer> IReGameHookRegistry_CBasePlayer_MakeVIP;
// CBasePlayer::MakeBomber hook
typedef IHookChainClass<bool, class CBasePlayer> IReGameHook_CBasePlayer_MakeBomber;
typedef IHookChainRegistryClass<bool, class CBasePlayer> IReGameHookRegistry_CBasePlayer_MakeBomber;
// CBasePlayer::StartObserver hook
typedef IVoidHookChainClass<class CBasePlayer, Vector &, Vector &> IReGameHook_CBasePlayer_StartObserver;
typedef IVoidHookChainRegistryClass<class CBasePlayer, Vector &, Vector &> IReGameHookRegistry_CBasePlayer_StartObserver;
// CBasePlayer::GetIntoGame hook
typedef IHookChainClass<bool, class CBasePlayer> IReGameHook_CBasePlayer_GetIntoGame;
typedef IHookChainRegistryClass<bool, class CBasePlayer> IReGameHookRegistry_CBasePlayer_GetIntoGame;
// CBaseAnimating::ResetSequenceInfo hook
typedef IVoidHookChainClass<class CBaseAnimating> IReGameHook_CBaseAnimating_ResetSequenceInfo;
typedef IVoidHookChainRegistryClass<class CBaseAnimating> IReGameHookRegistry_CBaseAnimating_ResetSequenceInfo;
// GetForceCamera hook
typedef IHookChain<int, class CBasePlayer *> IReGameHook_GetForceCamera;
typedef IHookChainRegistry<int, class CBasePlayer *> IReGameHookRegistry_GetForceCamera;
// PlayerBlind hook
typedef IVoidHookChain<class CBasePlayer *, struct entvars_s *, struct entvars_s *, float, float, int, Vector &> IReGameHook_PlayerBlind;
typedef IVoidHookChainRegistry<class CBasePlayer *, struct entvars_s *, struct entvars_s *, float, float, int, Vector &> IReGameHookRegistry_PlayerBlind;
// RadiusFlash_TraceLine hook
typedef IVoidHookChain<class CBasePlayer *, struct entvars_s *, struct entvars_s *, Vector &, Vector &, struct TraceResult *> IReGameHook_RadiusFlash_TraceLine;
typedef IVoidHookChainRegistry<class CBasePlayer *, struct entvars_s *, struct entvars_s *, Vector &, Vector &, struct TraceResult *> IReGameHookRegistry_RadiusFlash_TraceLine;
// RoundEnd hook
typedef IHookChain<bool, int, ScenarioEventEndRound, float> IReGameHook_RoundEnd;
typedef IHookChainRegistry<bool, int, ScenarioEventEndRound, float> IReGameHookRegistry_RoundEnd;
// InstallGameRules hook
typedef IHookChain<class CGameRules *> IReGameHook_InstallGameRules;
typedef IHookChainRegistry<class CGameRules *> IReGameHookRegistry_InstallGameRules;
// PM_Init hook
typedef IVoidHookChain<struct playermove_s *> IReGameHook_PM_Init;
typedef IVoidHookChainRegistry<struct playermove_s *> IReGameHookRegistry_PM_Init;
// PM_Move hook
typedef IVoidHookChain<struct playermove_s *, int> IReGameHook_PM_Move;
typedef IVoidHookChainRegistry<struct playermove_s *, int> IReGameHookRegistry_PM_Move;
// PM_AirMove hook
typedef IVoidHookChain<int> IReGameHook_PM_AirMove;
typedef IVoidHookChainRegistry<int> IReGameHookRegistry_PM_AirMove;
// HandleMenu_ChooseAppearance hook
typedef IVoidHookChain<class CBasePlayer *, int> IReGameHook_HandleMenu_ChooseAppearance;
typedef IVoidHookChainRegistry<class CBasePlayer *, int> IReGameHookRegistry_HandleMenu_ChooseAppearance;
// HandleMenu_ChooseTeam hook
typedef IHookChain<BOOL, class CBasePlayer *, int> IReGameHook_HandleMenu_ChooseTeam;
typedef IHookChainRegistry<BOOL, class CBasePlayer *, int> IReGameHookRegistry_HandleMenu_ChooseTeam;
// ShowMenu hook
typedef IVoidHookChain<class CBasePlayer *, int, int, BOOL, char *> IReGameHook_ShowMenu;
typedef IVoidHookChainRegistry<class CBasePlayer *, int, int, BOOL, char *> IReGameHookRegistry_ShowMenu;
// ShowVGUIMenu hook
typedef IVoidHookChain<class CBasePlayer *, int, int, char *> IReGameHook_ShowVGUIMenu;
typedef IVoidHookChainRegistry<class CBasePlayer *, int, int, char *> IReGameHookRegistry_ShowVGUIMenu;
// BuyGunAmmo hook
typedef IHookChain<bool, class CBasePlayer *, class CBasePlayerItem *, bool> IReGameHook_BuyGunAmmo;
typedef IHookChainRegistry<bool, class CBasePlayer *, class CBasePlayerItem *, bool> IReGameHookRegistry_BuyGunAmmo;
// BuyWeaponByWeaponID hook
typedef IHookChain<class CBaseEntity *, class CBasePlayer *, WeaponIdType> IReGameHook_BuyWeaponByWeaponID;
typedef IHookChainRegistry<class CBaseEntity *, class CBasePlayer *, WeaponIdType> IReGameHookRegistry_BuyWeaponByWeaponID;
// InternalCommand hook
typedef IHookChain<bool, edict_t *, const char *> IReGameHook_InternalCommand;
typedef IHookChainRegistry<bool, edict_t *, const char *> IReGameHookRegistry_InternalCommand;
// CHalfLifeMultiplay::FShouldSwitchWeapon hook
typedef IHookChain<BOOL, class CBasePlayer *, class CBasePlayerItem *> IReGameHook_CSGameRules_FShouldSwitchWeapon;
typedef IHookChainRegistry<BOOL, class CBasePlayer *, class CBasePlayerItem *> IReGameHookRegistry_CSGameRules_FShouldSwitchWeapon;
// CHalfLifeMultiplay::GetNextBestWeapon hook
typedef IHookChain<BOOL, class CBasePlayer *, class CBasePlayerItem *> IReGameHook_CSGameRules_GetNextBestWeapon;
typedef IHookChainRegistry<BOOL, class CBasePlayer *, class CBasePlayerItem *> IReGameHookRegistry_CSGameRules_GetNextBestWeapon;
// CHalfLifeMultiplay::FlPlayerFallDamage hook
typedef IHookChain<float, class CBasePlayer *> IReGameHook_CSGameRules_FlPlayerFallDamage;
typedef IHookChainRegistry<float, class CBasePlayer *> IReGameHookRegistry_CSGameRules_FlPlayerFallDamage;
// CHalfLifeMultiplay::FPlayerCanTakeDamage hook
typedef IHookChain<BOOL, class CBasePlayer *, CBaseEntity *> IReGameHook_CSGameRules_FPlayerCanTakeDamage;
typedef IHookChainRegistry<BOOL, class CBasePlayer *, CBaseEntity *> IReGameHookRegistry_CSGameRules_FPlayerCanTakeDamage;
// CHalfLifeMultiplay::PlayerSpawn hook
typedef IVoidHookChain<class CBasePlayer *> IReGameHook_CSGameRules_PlayerSpawn;
typedef IVoidHookChainRegistry<class CBasePlayer *> IReGameHookRegistry_CSGameRules_PlayerSpawn;
// CHalfLifeMultiplay::FPlayerCanRespawn hook
typedef IHookChain<BOOL, class CBasePlayer *> IReGameHook_CSGameRules_FPlayerCanRespawn;
typedef IHookChainRegistry<BOOL, class CBasePlayer *> IReGameHookRegistry_CSGameRules_FPlayerCanRespawn;
// CHalfLifeMultiplay::GetPlayerSpawnSpot hook
typedef IHookChain<struct edict_s *, class CBasePlayer *> IReGameHook_CSGameRules_GetPlayerSpawnSpot;
typedef IHookChainRegistry<struct edict_s *, class CBasePlayer *> IReGameHookRegistry_CSGameRules_GetPlayerSpawnSpot;
// CHalfLifeMultiplay::ClientUserInfoChanged hook
typedef IVoidHookChain<class CBasePlayer *, char *> IReGameHook_CSGameRules_ClientUserInfoChanged;
typedef IVoidHookChainRegistry<class CBasePlayer *, char *> IReGameHookRegistry_CSGameRules_ClientUserInfoChanged;
// CHalfLifeMultiplay::PlayerKilled hook
typedef IVoidHookChain<class CBasePlayer *, struct entvars_s *, struct entvars_s *> IReGameHook_CSGameRules_PlayerKilled;
typedef IVoidHookChainRegistry<class CBasePlayer *, struct entvars_s *, struct entvars_s *> IReGameHookRegistry_CSGameRules_PlayerKilled;
// CHalfLifeMultiplay::DeathNotice hook
typedef IVoidHookChain<class CBasePlayer *, struct entvars_s *, struct entvars_s *> IReGameHook_CSGameRules_DeathNotice;
typedef IVoidHookChainRegistry<class CBasePlayer *, struct entvars_s *, struct entvars_s *> IReGameHookRegistry_CSGameRules_DeathNotice;
// CHalfLifeMultiplay::CanHavePlayerItem hook
typedef IHookChain<BOOL, class CBasePlayer *, class CBasePlayerItem *> IReGameHook_CSGameRules_CanHavePlayerItem;
typedef IHookChainRegistry<BOOL, class CBasePlayer *, class CBasePlayerItem *> IReGameHookRegistry_CSGameRules_CanHavePlayerItem;
// CHalfLifeMultiplay::DeadPlayerWeapons hook
typedef IHookChain<int, class CBasePlayer *> IReGameHook_CSGameRules_DeadPlayerWeapons;
typedef IHookChainRegistry<int, class CBasePlayer *> IReGameHookRegistry_CSGameRules_DeadPlayerWeapons;
// CHalfLifeMultiplay::ServerDeactivate hook
typedef IVoidHookChain<> IReGameHook_CSGameRules_ServerDeactivate;
typedef IVoidHookChainRegistry<> IReGameHookRegistry_CSGameRules_ServerDeactivate;
// CHalfLifeMultiplay::CheckMapConditions hook
typedef IVoidHookChain<> IReGameHook_CSGameRules_CheckMapConditions;
typedef IVoidHookChainRegistry<> IReGameHookRegistry_CSGameRules_CheckMapConditions;
// CHalfLifeMultiplay::CleanUpMap hook
typedef IVoidHookChain<> IReGameHook_CSGameRules_CleanUpMap;
typedef IVoidHookChainRegistry<> IReGameHookRegistry_CSGameRules_CleanUpMap;
// CHalfLifeMultiplay::RestartRound hook
typedef IVoidHookChain<> IReGameHook_CSGameRules_RestartRound;
typedef IVoidHookChainRegistry<> IReGameHookRegistry_CSGameRules_RestartRound;
// CHalfLifeMultiplay::CheckWinConditions hook
typedef IVoidHookChain<> IReGameHook_CSGameRules_CheckWinConditions;
typedef IVoidHookChainRegistry<> IReGameHookRegistry_CSGameRules_CheckWinConditions;
// CHalfLifeMultiplay::RemoveGuns hook
typedef IVoidHookChain<> IReGameHook_CSGameRules_RemoveGuns;
typedef IVoidHookChainRegistry<> IReGameHookRegistry_CSGameRules_RemoveGuns;
// CHalfLifeMultiplay::GiveC4 hook
typedef IVoidHookChain<> IReGameHook_CSGameRules_GiveC4;
typedef IVoidHookChainRegistry<> IReGameHookRegistry_CSGameRules_GiveC4;
// CHalfLifeMultiplay::ChangeLevel hook
typedef IVoidHookChain<> IReGameHook_CSGameRules_ChangeLevel;
typedef IVoidHookChainRegistry<> IReGameHookRegistry_CSGameRules_ChangeLevel;
// CHalfLifeMultiplay::GoToIntermission hook
typedef IVoidHookChain<> IReGameHook_CSGameRules_GoToIntermission;
typedef IVoidHookChainRegistry<> IReGameHookRegistry_CSGameRules_GoToIntermission;
// CHalfLifeMultiplay::BalanceTeams hook
typedef IVoidHookChain<> IReGameHook_CSGameRules_BalanceTeams;
typedef IVoidHookChainRegistry<> IReGameHookRegistry_CSGameRules_BalanceTeams;
// CHalfLifeMultiplay::OnRoundFreezeEnd hook
typedef IVoidHookChain<> IReGameHook_CSGameRules_OnRoundFreezeEnd;
typedef IVoidHookChainRegistry<> IReGameHookRegistry_CSGameRules_OnRoundFreezeEnd;
// PM_UpdateStepSound hook
typedef IVoidHookChain<> IReGameHook_PM_UpdateStepSound;
typedef IVoidHookChainRegistry<> IReGameHookRegistry_PM_UpdateStepSound;
// CBasePlayer::StartDeathCam hook
typedef IVoidHookChainClass<class CBasePlayer> IReGameHook_CBasePlayer_StartDeathCam;
typedef IVoidHookChainRegistryClass<class CBasePlayer> IReGameHookRegistry_CBasePlayer_StartDeathCam;
class IReGameHookchains {
public:
virtual ~IReGameHookchains() {}
// CBasePlayer virtual
virtual IReGameHookRegistry_CBasePlayer_Spawn* CBasePlayer_Spawn() = 0;
virtual IReGameHookRegistry_CBasePlayer_Precache* CBasePlayer_Precache() = 0;
virtual IReGameHookRegistry_CBasePlayer_ObjectCaps* CBasePlayer_ObjectCaps() = 0;
virtual IReGameHookRegistry_CBasePlayer_Classify* CBasePlayer_Classify() = 0;
virtual IReGameHookRegistry_CBasePlayer_TraceAttack* CBasePlayer_TraceAttack() = 0;
virtual IReGameHookRegistry_CBasePlayer_TakeDamage* CBasePlayer_TakeDamage() = 0;
virtual IReGameHookRegistry_CBasePlayer_TakeHealth* CBasePlayer_TakeHealth() = 0;
virtual IReGameHookRegistry_CBasePlayer_Killed* CBasePlayer_Killed() = 0;
virtual IReGameHookRegistry_CBasePlayer_AddPoints* CBasePlayer_AddPoints() = 0;
virtual IReGameHookRegistry_CBasePlayer_AddPointsToTeam* CBasePlayer_AddPointsToTeam() = 0;
virtual IReGameHookRegistry_CBasePlayer_AddPlayerItem* CBasePlayer_AddPlayerItem() = 0;
virtual IReGameHookRegistry_CBasePlayer_RemovePlayerItem* CBasePlayer_RemovePlayerItem() = 0;
virtual IReGameHookRegistry_CBasePlayer_GiveAmmo* CBasePlayer_GiveAmmo() = 0;
virtual IReGameHookRegistry_CBasePlayer_ResetMaxSpeed* CBasePlayer_ResetMaxSpeed() = 0;
virtual IReGameHookRegistry_CBasePlayer_Jump* CBasePlayer_Jump() = 0;
virtual IReGameHookRegistry_CBasePlayer_Duck* CBasePlayer_Duck() = 0;
virtual IReGameHookRegistry_CBasePlayer_PreThink* CBasePlayer_PreThink() = 0;
virtual IReGameHookRegistry_CBasePlayer_PostThink* CBasePlayer_PostThink() = 0;
virtual IReGameHookRegistry_CBasePlayer_UpdateClientData* CBasePlayer_UpdateClientData() = 0;
virtual IReGameHookRegistry_CBasePlayer_ImpulseCommands* CBasePlayer_ImpulseCommands() = 0;
virtual IReGameHookRegistry_CBasePlayer_RoundRespawn* CBasePlayer_RoundRespawn() = 0;
virtual IReGameHookRegistry_CBasePlayer_Blind* CBasePlayer_Blind() = 0;
virtual IReGameHookRegistry_CBasePlayer_Observer_IsValidTarget* CBasePlayer_Observer_IsValidTarget() = 0;
virtual IReGameHookRegistry_CBasePlayer_SetAnimation* CBasePlayer_SetAnimation() = 0;
virtual IReGameHookRegistry_CBasePlayer_GiveDefaultItems* CBasePlayer_GiveDefaultItems() = 0;
virtual IReGameHookRegistry_CBasePlayer_GiveNamedItem* CBasePlayer_GiveNamedItem() = 0;
virtual IReGameHookRegistry_CBasePlayer_AddAccount* CBasePlayer_AddAccount() = 0;
virtual IReGameHookRegistry_CBasePlayer_GiveShield* CBasePlayer_GiveShield() = 0;
virtual IReGameHookRegistry_CBasePlayer_SetClientUserInfoModel* CBasePlayer_SetClientUserInfoModel() = 0;
virtual IReGameHookRegistry_CBasePlayer_SetClientUserInfoName* CBasePlayer_SetClientUserInfoName() = 0;
virtual IReGameHookRegistry_CBasePlayer_HasRestrictItem* CBasePlayer_HasRestrictItem() = 0;
virtual IReGameHookRegistry_CBasePlayer_DropPlayerItem* CBasePlayer_DropPlayerItem() = 0;
virtual IReGameHookRegistry_CBasePlayer_DropShield* CBasePlayer_DropShield() = 0;
virtual IReGameHookRegistry_CBasePlayer_OnSpawnEquip* CBasePlayer_OnSpawnEquip() = 0;
virtual IReGameHookRegistry_CBasePlayer_Radio* CBasePlayer_Radio() = 0;
virtual IReGameHookRegistry_CBasePlayer_Disappear* CBasePlayer_Disappear() = 0;
virtual IReGameHookRegistry_CBasePlayer_MakeVIP* CBasePlayer_MakeVIP() = 0;
virtual IReGameHookRegistry_CBasePlayer_MakeBomber* CBasePlayer_MakeBomber() = 0;
virtual IReGameHookRegistry_CBasePlayer_StartObserver* CBasePlayer_StartObserver() = 0;
virtual IReGameHookRegistry_CBasePlayer_GetIntoGame* CBasePlayer_GetIntoGame() = 0;
virtual IReGameHookRegistry_CBaseAnimating_ResetSequenceInfo* CBaseAnimating_ResetSequenceInfo() = 0;
virtual IReGameHookRegistry_GetForceCamera* GetForceCamera() = 0;
virtual IReGameHookRegistry_PlayerBlind* PlayerBlind() = 0;
virtual IReGameHookRegistry_RadiusFlash_TraceLine* RadiusFlash_TraceLine() = 0;
virtual IReGameHookRegistry_RoundEnd* RoundEnd() = 0;
virtual IReGameHookRegistry_InstallGameRules* InstallGameRules() = 0;
virtual IReGameHookRegistry_PM_Init* PM_Init() = 0;
virtual IReGameHookRegistry_PM_Move* PM_Move() = 0;
virtual IReGameHookRegistry_PM_AirMove* PM_AirMove() = 0;
virtual IReGameHookRegistry_HandleMenu_ChooseAppearance* HandleMenu_ChooseAppearance() = 0;
virtual IReGameHookRegistry_HandleMenu_ChooseTeam* HandleMenu_ChooseTeam() = 0;
virtual IReGameHookRegistry_ShowMenu* ShowMenu() = 0;
virtual IReGameHookRegistry_ShowVGUIMenu* ShowVGUIMenu() = 0;
virtual IReGameHookRegistry_BuyGunAmmo* BuyGunAmmo() = 0;
virtual IReGameHookRegistry_BuyWeaponByWeaponID* BuyWeaponByWeaponID() = 0;
virtual IReGameHookRegistry_InternalCommand* InternalCommand() = 0;
virtual IReGameHookRegistry_CSGameRules_FShouldSwitchWeapon* CSGameRules_FShouldSwitchWeapon() = 0;
virtual IReGameHookRegistry_CSGameRules_GetNextBestWeapon* CSGameRules_GetNextBestWeapon() = 0;
virtual IReGameHookRegistry_CSGameRules_FlPlayerFallDamage* CSGameRules_FlPlayerFallDamage() = 0;
virtual IReGameHookRegistry_CSGameRules_FPlayerCanTakeDamage* CSGameRules_FPlayerCanTakeDamage() = 0;
virtual IReGameHookRegistry_CSGameRules_PlayerSpawn* CSGameRules_PlayerSpawn() = 0;
virtual IReGameHookRegistry_CSGameRules_FPlayerCanRespawn* CSGameRules_FPlayerCanRespawn() = 0;
virtual IReGameHookRegistry_CSGameRules_GetPlayerSpawnSpot* CSGameRules_GetPlayerSpawnSpot() = 0;
virtual IReGameHookRegistry_CSGameRules_ClientUserInfoChanged* CSGameRules_ClientUserInfoChanged() = 0;
virtual IReGameHookRegistry_CSGameRules_PlayerKilled* CSGameRules_PlayerKilled() = 0;
virtual IReGameHookRegistry_CSGameRules_DeathNotice* CSGameRules_DeathNotice() = 0;
virtual IReGameHookRegistry_CSGameRules_CanHavePlayerItem* CSGameRules_CanHavePlayerItem() = 0;
virtual IReGameHookRegistry_CSGameRules_DeadPlayerWeapons* CSGameRules_DeadPlayerWeapons() = 0;
virtual IReGameHookRegistry_CSGameRules_ServerDeactivate* CSGameRules_ServerDeactivate() = 0;
virtual IReGameHookRegistry_CSGameRules_CheckMapConditions* CSGameRules_CheckMapConditions() = 0;
virtual IReGameHookRegistry_CSGameRules_CleanUpMap* CSGameRules_CleanUpMap() = 0;
virtual IReGameHookRegistry_CSGameRules_RestartRound* CSGameRules_RestartRound() = 0;
virtual IReGameHookRegistry_CSGameRules_CheckWinConditions* CSGameRules_CheckWinConditions() = 0;
virtual IReGameHookRegistry_CSGameRules_RemoveGuns* CSGameRules_RemoveGuns() = 0;
virtual IReGameHookRegistry_CSGameRules_GiveC4* CSGameRules_GiveC4() = 0;
virtual IReGameHookRegistry_CSGameRules_ChangeLevel* CSGameRules_ChangeLevel() = 0;
virtual IReGameHookRegistry_CSGameRules_GoToIntermission* CSGameRules_GoToIntermission() = 0;
virtual IReGameHookRegistry_CSGameRules_BalanceTeams* CSGameRules_BalanceTeams() = 0;
virtual IReGameHookRegistry_CSGameRules_OnRoundFreezeEnd* CSGameRules_OnRoundFreezeEnd() = 0;
virtual IReGameHookRegistry_PM_UpdateStepSound* PM_UpdateStepSound() = 0;
virtual IReGameHookRegistry_CBasePlayer_StartDeathCam* CBasePlayer_StartDeathCam() = 0;
};
struct ReGameFuncs_t {
struct edict_s *(*CREATE_NAMED_ENTITY2)(string_t iClass);
void (*ChangeString)(char *&dest, const char *source);
void (*RadiusDamage)(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType);
void (*ClearMultiDamage)();
void (*ApplyMultiDamage)(entvars_t *pevInflictor, entvars_t *pevAttacker);
void (*AddMultiDamage)(entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType);
class CBaseEntity *(*UTIL_FindEntityByString)(class CBaseEntity *pStartEntity, const char *szKeyword, const char *szValue);
void (*AddEntityHashValue)(entvars_t *pev, const char *value, hash_types_e fieldType);
void (*RemoveEntityHashValue)(entvars_t *pev, const char *value, hash_types_e fieldType);
int (*Cmd_Argc)();
const char *(*Cmd_Argv)(int i);
};
class IReGameApi {
public:
virtual ~IReGameApi() {}
virtual int GetMajorVersion() = 0;
virtual int GetMinorVersion() = 0;
virtual const ReGameFuncs_t* GetFuncs() = 0;
virtual IReGameHookchains* GetHookchains() = 0;
virtual class CGameRules* GetGameRules() = 0;
virtual struct WeaponInfoStruct* GetWeaponInfo(int weaponID) = 0;
virtual struct WeaponInfoStruct* GetWeaponInfo(const char* weaponName) = 0;
virtual struct playermove_s* GetPlayerMove() = 0;
virtual struct WeaponSlotInfo* GetWeaponSlot(WeaponIdType weaponID) = 0;
virtual struct WeaponSlotInfo* GetWeaponSlot(const char* weaponName) = 0;
virtual struct ItemInfo* GetItemInfo(WeaponIdType weaponID) = 0;
virtual struct AmmoInfo* GetAmmoInfo(AmmoType ammoID) = 0;
};
#define VRE_GAMEDLL_API_VERSION "VRE_GAMEDLL_API_VERSION001"

108
dlls/regamedll_const.h Normal file
View File

@ -0,0 +1,108 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
// These are caps bits to indicate what an object's capabilities (currently used for save/restore and level transitions)
#define FCAP_CUSTOMSAVE 0x00000001
#define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions
#define FCAP_MUST_SPAWN 0x00000004 // Spawn after restore
#define FCAP_DONT_SAVE 0x80000000 // Don't save this
#define FCAP_IMPULSE_USE 0x00000008 // can be used by the player
#define FCAP_CONTINUOUS_USE 0x00000010 // can be used by the player
#define FCAP_ONOFF_USE 0x00000020 // can be used by the player
#define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains)
#define FCAP_MASTER 0x00000080 // Can be used to "master" other entities (like multisource)
#define FCAP_MUST_RESET 0x00000100 // should reset on the new round
#define FCAP_MUST_RELEASE 0x00000200 // should release on the new round
// UNDONE: This will ignore transition volumes (trigger_transition), but not the PVS!!!
#define FCAP_FORCE_TRANSITION 0x00000080 // ALWAYS goes across transitions
// for Classify
#define CLASS_NONE 0
#define CLASS_MACHINE 1
#define CLASS_PLAYER 2
#define CLASS_HUMAN_PASSIVE 3
#define CLASS_HUMAN_MILITARY 4
#define CLASS_ALIEN_MILITARY 5
#define CLASS_ALIEN_PASSIVE 6
#define CLASS_ALIEN_MONSTER 7
#define CLASS_ALIEN_PREY 8
#define CLASS_ALIEN_PREDATOR 9
#define CLASS_INSECT 10
#define CLASS_PLAYER_ALLY 11
#define CLASS_PLAYER_BIOWEAPON 12 // hornets and snarks.launched by players
#define CLASS_ALIEN_BIOWEAPON 13 // hornets and snarks.launched by the alien menace
#define CLASS_VEHICLE 14
#define CLASS_BARNACLE 99 // special because no one pays attention to it, and it eats a wide cross-section of creatures.
#define SF_NORESPAWN (1<<30) // set this bit on guns and stuff that should never respawn.
#define DMG_GENERIC 0 // generic damage was done
#define DMG_CRUSH (1<<0) // crushed by falling or moving object
#define DMG_BULLET (1<<1) // shot
#define DMG_SLASH (1<<2) // cut, clawed, stabbed
#define DMG_BURN (1<<3) // heat burned
#define DMG_FREEZE (1<<4) // frozen
#define DMG_FALL (1<<5) // fell too far
#define DMG_BLAST (1<<6) // explosive blast damage
#define DMG_CLUB (1<<7) // crowbar, punch, headbutt
#define DMG_SHOCK (1<<8) // electric shock
#define DMG_SONIC (1<<9) // sound pulse shockwave
#define DMG_ENERGYBEAM (1<<10) // laser or other high energy beam
#define DMG_NEVERGIB (1<<12) // with this bit OR'd in, no damage type will be able to gib victims upon death
#define DMG_ALWAYSGIB (1<<13) // with this bit OR'd in, any damage type can be made to gib victims upon death
#define DMG_DROWN (1<<14) // Drowning
// time-based damage
#define DMG_TIMEBASED (~(0x3FFF)) // mask for time-based damage
#define DMG_PARALYZE (1<<15) // slows affected creature down
#define DMG_NERVEGAS (1<<16) // nerve toxins, very bad
#define DMG_POISON (1<<17) // blood poisioning
#define DMG_RADIATION (1<<18) // radiation exposure
#define DMG_DROWNRECOVER (1<<19) // drowning recovery
#define DMG_ACID (1<<20) // toxic chemicals or acid burns
#define DMG_SLOWBURN (1<<21) // in an oven
#define DMG_SLOWFREEZE (1<<22) // in a subzero freezer
#define DMG_MORTAR (1<<23) // Hit by air raid (done to distinguish grenade from mortar)
#define DMG_EXPLOSION (1<<24)
// these are the damage types that are allowed to gib corpses
#define DMG_GIB_CORPSE (DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB)
// these are the damage types that have client hud art
#define DMG_SHOWNHUD (DMG_POISON | DMG_ACID | DMG_FREEZE | DMG_SLOWFREEZE | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK)
// when calling KILLED(), a value that governs gib behavior is expected to be
// one of these three values
#define GIB_NORMAL 0 // gib if entity was overkilled
#define GIB_NEVER 1 // never gib, no matter how much death damage is done ( freezing, etc )
#define GIB_ALWAYS 2 // always gib ( Houndeye Shock, Barnacle Bite )
#define GIB_HEALTH_VALUE -30

303
dlls/regamedll_interfaces.h Normal file
View File

@ -0,0 +1,303 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
class CBaseEntity;
class CBasePlayer;
// Implementation wrapper
class CCSEntity {
public:
virtual ~CCSEntity() {}
virtual void FireBullets(int iShots, Vector &vecSrc, Vector &vecDirShooting, Vector &vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker);
virtual Vector FireBullets3(Vector &vecSrc, Vector &vecDirShooting, float vecSpread, float flDistance, int iPenetration, int iBulletType, int iDamage, float flRangeModifier, entvars_t *pevAttacker, bool bPistol, int shared_rand);
public:
CBaseEntity *m_pContainingEntity;
};
class CCSDelay: public CCSEntity {};
class CCSAnimating: public CCSDelay {};
class CCSPlayerItem: public CCSAnimating {};
class CCSToggle: public CCSAnimating {};
class CCSMonster: public CCSToggle {};
class CCSWeaponBox: public CCSEntity {};
class CCSArmoury: public CCSEntity {};
class CCSPlayer: public CCSMonster {
public:
CCSPlayer() : m_bForceShowMenu(false)
{
m_szModel[0] = '\0';
}
virtual bool IsConnected() const;
virtual void SetAnimation(PLAYER_ANIM playerAnim);
virtual void AddAccount(int amount, RewardType type = RT_NONE, bool bTrackChange = true);
virtual CBaseEntity *GiveNamedItem(const char *pszName);
virtual CBaseEntity *GiveNamedItemEx(const char *pszName);
virtual void GiveDefaultItems();
virtual void GiveShield(bool bDeploy = true);
virtual void DropShield(bool bDeploy = true);
virtual void DropPlayerItem(const char *pszItemName);
virtual void RemoveShield();
virtual void RemoveAllItems(bool bRemoveSuit);
virtual bool RemovePlayerItem(const char* pszItemName);
virtual void SetPlayerModel(bool bHasC4);
virtual void SetPlayerModelEx(const char *modelName);
virtual void SetNewPlayerModel(const char *modelName);
virtual void ClientCommand(const char *cmd, const char *arg1 = nullptr, const char *arg2 = nullptr, const char *arg3 = nullptr);
virtual void SetProgressBarTime(int time);
virtual void SetProgressBarTime2(int time, float timeElapsed);
virtual struct edict_s *EntSelectSpawnPoint();
virtual void SetBombIcon(bool bFlash = false);
virtual void SetScoreAttrib(CBasePlayer *dest);
virtual void SendItemStatus();
virtual void ReloadWeapons(CBasePlayerItem *pWeapon = nullptr, bool bForceReload = false, bool bForceRefill = false);
virtual void Observer_SetMode(int iMode);
virtual bool SelectSpawnSpot(const char *pEntClassName, CBaseEntity* &pSpot);
virtual bool SwitchWeapon(CBasePlayerItem *pWeapon);
virtual void SwitchTeam();
virtual bool JoinTeam(TeamName team);
virtual void StartObserver(Vector& vecPosition, Vector& vecViewAngle);
virtual void TeamChangeUpdate();
virtual void DropSecondary();
virtual void DropPrimary();
virtual bool HasPlayerItem(CBasePlayerItem *pCheckItem);
virtual bool HasNamedPlayerItem(const char *pszItemName);
virtual CBasePlayerItem *GetItemById(WeaponIdType weaponID);
virtual CBasePlayerItem *GetItemByName(const char *itemName);
virtual void Disappear();
virtual void MakeVIP();
virtual bool MakeBomber();
virtual void StartDeathCam();
CBasePlayer *BasePlayer() const;
public:
char m_szModel[32];
bool m_bForceShowMenu;
};
class CAPI_Bot: public CCSPlayer {};
class CAPI_CSBot: public CAPI_Bot {};
class CCSShield: public CCSEntity {};
class CCSDeadHEV: public CCSMonster {};
class CCSSprayCan: public CCSEntity {};
class CCSBloodSplat: public CCSEntity {};
class CCSPlayerWeapon: public CCSPlayerItem {};
class CCSWorld: public CCSEntity {};
class CCSDecal: public CCSEntity {};
class CCSCorpse: public CCSEntity {};
class CCSGrenade: public CCSMonster {};
class CCSAirtank: public CCSGrenade {};
class CCSPlayerAmmo: public CCSEntity {};
class CCS9MMAmmo: public CCSPlayerAmmo {};
class CCSBuckShotAmmo: public CCSPlayerAmmo {};
class CCS556NatoAmmo: public CCSPlayerAmmo {};
class CCS556NatoBoxAmmo: public CCSPlayerAmmo {};
class CCS762NatoAmmo: public CCSPlayerAmmo {};
class CCS45ACPAmmo: public CCSPlayerAmmo {};
class CCS50AEAmmo: public CCSPlayerAmmo {};
class CCS338MagnumAmmo: public CCSPlayerAmmo {};
class CCS57MMAmmo: public CCSPlayerAmmo {};
class CCS357SIGAmmo: public CCSPlayerAmmo {};
class CCSFuncWall: public CCSEntity {};
class CCSFuncWallToggle: public CCSFuncWall {};
class CCSFuncConveyor: public CCSFuncWall {};
class CCSFuncIllusionary: public CCSToggle {};
class CCSFuncMonsterClip: public CCSFuncWall {};
class CCSFuncRotating: public CCSEntity {};
class CCSPendulum: public CCSEntity {};
class CCSPointEntity: public CCSEntity {};
class CCSStripWeapons: public CCSPointEntity {};
class CCSInfoIntermission: public CCSPointEntity {};
class CCSRevertSaved: public CCSPointEntity {};
class CCSEnvGlobal: public CCSPointEntity {};
class CCSMultiSource: public CCSPointEntity {};
class CCSButton: public CCSToggle {};
class CCSRotButton: public CCSButton {};
class CCSMomentaryRotButton: public CCSToggle {};
class CCSEnvSpark: public CCSEntity {};
class CCSButtonTarget: public CCSEntity {};
class CCSDoor: public CCSToggle {};
class CCSRotDoor: public CCSDoor {};
class CCSMomentaryDoor: public CCSToggle {};
class CCSGib: public CCSEntity {};
class CCSBubbling: public CCSEntity {};
class CCSBeam: public CCSEntity {};
class CCSLightning: public CCSBeam {};
class CCSLaser: public CCSBeam {};
class CCSGlow: public CCSPointEntity {};
class CCSSprite: public CCSPointEntity {};
class CCSBombGlow: public CCSSprite {};
class CCSGibShooter: public CCSDelay {};
class CCSEnvShooter: public CCSGibShooter {};
class CCSTestEffect: public CCSDelay {};
class CCSBlood: public CCSPointEntity {};
class CCSShake: public CCSPointEntity {};
class CCSFade: public CCSPointEntity {};
class CCSMessage: public CCSPointEntity {};
class CCSEnvFunnel: public CCSDelay {};
class CCSEnvBeverage: public CCSDelay {};
class CCSItemSoda: public CCSEntity {};
class CCSShower: public CCSEntity {};
class CCSEnvExplosion: public CCSMonster {};
class CCSBreakable: public CCSDelay {};
class CCSPushable: public CCSBreakable {};
class CCSFuncTank: public CCSEntity {};
class CCSFuncTankGun: public CCSFuncTank {};
class CCSFuncTankLaser: public CCSFuncTank {};
class CCSFuncTankRocket: public CCSFuncTank {};
class CCSFuncTankMortar: public CCSFuncTank {};
class CCSFuncTankControls: public CCSEntity {};
class CCSRecharge: public CCSToggle {};
class CCSCycler: public CCSMonster {};
class CCSGenericCycler: public CCSCycler {};
class CCSCyclerProbe: public CCSCycler {};
class CCSCyclerSprite: public CCSEntity {};
class CCSWeaponCycler: public CCSPlayerWeapon {};
class CCSWreckage: public CCSMonster {};
class CCSWorldItem: public CCSEntity {};
class CCSItem: public CCSEntity {};
class CCSHealthKit: public CCSItem {};
class CCSWallHealth: public CCSToggle {};
class CCSItemSuit: public CCSItem {};
class CCSItemBattery: public CCSItem {};
class CCSItemAntidote: public CCSItem {};
class CCSItemSecurity: public CCSItem {};
class CCSItemLongJump: public CCSItem {};
class CCSItemKevlar: public CCSItem {};
class CCSItemAssaultSuit: public CCSItem {};
class CCSItemThighPack: public CCSItem {};
class CCSGrenCatch: public CCSEntity {};
class CCSFuncWeaponCheck: public CCSEntity {};
class CCSHostage: public CCSMonster {};
class CCSLight: public CCSPointEntity {};
class CCSEnvLight: public CCSLight {};
class CCSRuleEntity: public CCSEntity {};
class CCSRulePointEntity: public CCSRuleEntity {};
class CCSRuleBrushEntity: public CCSRuleEntity {};
class CCSGameScore: public CCSRulePointEntity {};
class CCSGameEnd: public CCSRulePointEntity {};
class CCSGameText: public CCSRulePointEntity {};
class CCSGameTeamMaster: public CCSRulePointEntity {};
class CCSGameTeamSet: public CCSRulePointEntity {};
class CCSGamePlayerZone: public CCSRuleBrushEntity {};
class CCSGamePlayerHurt: public CCSRulePointEntity {};
class CCSGameCounter: public CCSRulePointEntity {};
class CCSGameCounterSet: public CCSRulePointEntity {};
class CCSGamePlayerEquip: public CCSRulePointEntity {};
class CCSGamePlayerTeam: public CCSRulePointEntity {};
class CCSFuncMortarField: public CCSToggle {};
class CCSMortar: public CCSGrenade {};
class CCSMapInfo: public CCSPointEntity {};
class CCSPathCorner: public CCSPointEntity {};
class CCSPathTrack: public CCSPointEntity {};
class CCSFuncTrackTrain: public CCSEntity {};
class CCSFuncVehicleControls: public CCSEntity {};
class CCSFuncVehicle: public CCSEntity {};
class CCSPlatTrain: public CCSToggle {};
class CCSFuncPlat: public CCSPlatTrain {};
class CCSPlatTrigger: public CCSEntity {};
class CCSFuncPlatRot: public CCSFuncPlat {};
class CCSFuncTrain: public CCSPlatTrain {};
class CCSFuncTrainControls: public CCSEntity {};
class CCSFuncTrackChange: public CCSFuncPlatRot {};
class CCSFuncTrackAuto: public CCSFuncTrackChange {};
class CCSGunTarget: public CCSMonster {};
class CCSAmbientGeneric: public CCSEntity {};
class CCSEnvSound: public CCSPointEntity {};
class CCSSpeaker: public CCSEntity {};
class CCSSoundEnt: public CCSEntity {};
class CCSUSP: public CCSPlayerWeapon {};
class CCSMP5N: public CCSPlayerWeapon {};
class CCSSG552: public CCSPlayerWeapon {};
class CCSAK47: public CCSPlayerWeapon {};
class CCSAUG: public CCSPlayerWeapon {};
class CCSAWP: public CCSPlayerWeapon {};
class CCSC4: public CCSPlayerWeapon {};
class CCSDEAGLE: public CCSPlayerWeapon {};
class CCSFlashbang: public CCSPlayerWeapon {};
class CCSG3SG1: public CCSPlayerWeapon {};
class CCSGLOCK18: public CCSPlayerWeapon {};
class CCSHEGrenade: public CCSPlayerWeapon {};
class CCSKnife: public CCSPlayerWeapon {};
class CCSM249: public CCSPlayerWeapon {};
class CCSM3: public CCSPlayerWeapon {};
class CCSM4A1: public CCSPlayerWeapon {};
class CCSMAC10: public CCSPlayerWeapon {};
class CCSP228: public CCSPlayerWeapon {};
class CCSP90: public CCSPlayerWeapon {};
class CCSSCOUT: public CCSPlayerWeapon {};
class CCSSmokeGrenade: public CCSPlayerWeapon {};
class CCSTMP: public CCSPlayerWeapon {};
class CCSXM1014: public CCSPlayerWeapon {};
class CCSELITE: public CCSPlayerWeapon {};
class CCSFiveSeven: public CCSPlayerWeapon {};
class CCSUMP45: public CCSPlayerWeapon {};
class CCSSG550: public CCSPlayerWeapon {};
class CCSGalil: public CCSPlayerWeapon {};
class CCSFamas: public CCSPlayerWeapon {};
class CCSNullEntity: public CCSEntity {};
class CCSDMStart: public CCSPointEntity {};
class CCSFrictionModifier: public CCSEntity {};
class CCSAutoTrigger: public CCSDelay {};
class CCSTriggerRelay: public CCSDelay {};
class CCSMultiManager: public CCSToggle {};
class CCSRenderFxManager: public CCSEntity {};
class CCSTrigger: public CCSToggle {};
class CCSTriggerHurt: public CCSTrigger {};
class CCSTriggerMonsterJump: public CCSTrigger {};
class CCSTriggerCDAudio: public CCSTrigger {};
class CCSTargetCDAudio: public CCSPointEntity {};
class CCSTriggerMultiple: public CCSTrigger {};
class CCSTriggerOnce: public CCSTriggerMultiple {};
class CCSTriggerCounter: public CCSTrigger {};
class CCSTriggerVolume: public CCSPointEntity {};
class CCSFireAndDie: public CCSDelay {};
class CCSChangeLevel: public CCSTrigger {};
class CCSLadder: public CCSTrigger {};
class CCSTriggerPush: public CCSTrigger {};
class CCSTriggerTeleport: public CCSTrigger {};
class CCSBuyZone: public CCSTrigger {};
class CCSBombTarget: public CCSTrigger {};
class CCSHostageRescue: public CCSTrigger {};
class CCSEscapeZone: public CCSTrigger {};
class CCSVIP_SafetyZone: public CCSTrigger {};
class CCSTriggerSave: public CCSTrigger {};
class CCSTriggerEndSection: public CCSTrigger {};
class CCSTriggerGravity: public CCSTrigger {};
class CCSTriggerChangeTarget: public CCSDelay {};
class CCSTriggerCamera: public CCSDelay {};
class CCSWeather: public CCSTrigger {};
class CCSClientFog: public CCSEntity {};
class CCSTriggerSetOrigin: public CCSDelay {};
inline CBasePlayer *CCSPlayer::BasePlayer() const {
return reinterpret_cast<CBasePlayer *>(this->m_pContainingEntity);
}

49
dlls/revert_saved.h Normal file
View File

@ -0,0 +1,49 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
class CRevertSaved: public CPointEntity {
public:
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
float Duration() const { return pev->dmg_take; }
float HoldTime() const { return pev->dmg_save; }
float MessageTime() const { return m_messageTime; }
float LoadTime() const { return m_loadTime; }
void SetDuration(float duration) { pev->dmg_take = duration; }
void SetHoldTime(float hold) { pev->dmg_save = hold; }
void SetMessageTime(float time) { m_messageTime = time; }
void SetLoadTime(float time) { m_loadTime = time; }
public:
float m_messageTime;
float m_loadTime;
};

289
dlls/schedule.h Normal file
View File

@ -0,0 +1,289 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
// these MoveFlag values are assigned to a WayPoint's TYPE in order to demonstrate the
// type of movement the monster should use to get there.
#define bits_MF_TO_TARGETENT (1<<0) // local move to targetent.
#define bits_MF_TO_ENEMY (1<<1) // local move to enemy
#define bits_MF_TO_COVER (1<<2) // local move to a hiding place
#define bits_MF_TO_DETOUR (1<<3) // local move to detour point.
#define bits_MF_TO_PATHCORNER (1<<4) // local move to a path corner
#define bits_MF_TO_NODE (1<<5) // local move to a node
#define bits_MF_TO_LOCATION (1<<6) // local move to an arbitrary point
#define bits_MF_IS_GOAL (1<<7) // this waypoint is the goal of the whole move.
#define bits_MF_DONT_SIMPLIFY (1<<8) // Don't let the route code simplify this waypoint
// If you define any flags that aren't _TO_ flags, add them here so we can mask
// them off when doing compares.
#define bits_MF_NOT_TO_MASK (bits_MF_IS_GOAL | bits_MF_DONT_SIMPLIFY)
#define MOVEGOAL_NONE (0)
#define MOVEGOAL_TARGETENT (bits_MF_TO_TARGETENT)
#define MOVEGOAL_ENEMY (bits_MF_TO_ENEMY)
#define MOVEGOAL_PATHCORNER (bits_MF_TO_PATHCORNER)
#define MOVEGOAL_LOCATION (bits_MF_TO_LOCATION)
#define MOVEGOAL_NODE (bits_MF_TO_NODE)
// these bits represent conditions that may befall the monster, of which some are allowed
// to interrupt certain schedules.
#define bits_COND_NO_AMMO_LOADED (1<<0) // weapon needs to be reloaded!
#define bits_COND_SEE_HATE (1<<1) // see something that you hate
#define bits_COND_SEE_FEAR (1<<2) // see something that you are afraid of
#define bits_COND_SEE_DISLIKE (1<<3) // see something that you dislike
#define bits_COND_SEE_ENEMY (1<<4) // target entity is in full view.
#define bits_COND_ENEMY_OCCLUDED (1<<5) // target entity occluded by the world
#define bits_COND_SMELL_FOOD (1<<6)
#define bits_COND_ENEMY_TOOFAR (1<<7)
#define bits_COND_LIGHT_DAMAGE (1<<8) // hurt a little
#define bits_COND_HEAVY_DAMAGE (1<<9) // hurt a lot
#define bits_COND_CAN_RANGE_ATTACK1 (1<<10)
#define bits_COND_CAN_MELEE_ATTACK1 (1<<11)
#define bits_COND_CAN_RANGE_ATTACK2 (1<<12)
#define bits_COND_CAN_MELEE_ATTACK2 (1<<13)
//#define bits_COND_CAN_RANGE_ATTACK3 (1<<14)
#define bits_COND_PROVOKED (1<<15)
#define bits_COND_NEW_ENEMY (1<<16)
#define bits_COND_HEAR_SOUND (1<<17) // there is an interesting sound
#define bits_COND_SMELL (1<<18) // there is an interesting scent
#define bits_COND_ENEMY_FACING_ME (1<<19) // enemy is facing me
#define bits_COND_ENEMY_DEAD (1<<20) // enemy was killed. If you get this in combat, try to find another enemy. If you get it in alert, victory dance.
#define bits_COND_SEE_CLIENT (1<<21) // see a client
#define bits_COND_SEE_NEMESIS (1<<22) // see my nemesis
#define bits_COND_SPECIAL1 (1<<28) // Defined by individual monster
#define bits_COND_SPECIAL2 (1<<29) // Defined by individual monster
#define bits_COND_TASK_FAILED (1<<30)
#define bits_COND_SCHEDULE_DONE (1<<31)
#define bits_COND_ALL_SPECIAL (bits_COND_SPECIAL1 | bits_COND_SPECIAL2)
#define bits_COND_CAN_ATTACK (bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_CAN_MELEE_ATTACK2)
#define TASKSTATUS_NEW 0 // Just started
#define TASKSTATUS_RUNNING 1 // Running task & movement
#define TASKSTATUS_RUNNING_MOVEMENT 2 // Just running movement
#define TASKSTATUS_RUNNING_TASK 3 // Just running task
#define TASKSTATUS_COMPLETE 4 // Completed, get next task
// These are the schedule types
typedef enum
{
SCHED_NONE = 0,
SCHED_IDLE_STAND,
SCHED_IDLE_WALK,
SCHED_WAKE_ANGRY,
SCHED_WAKE_CALLED,
SCHED_ALERT_FACE,
SCHED_ALERT_SMALL_FLINCH,
SCHED_ALERT_BIG_FLINCH,
SCHED_ALERT_STAND,
SCHED_INVESTIGATE_SOUND,
SCHED_COMBAT_FACE,
SCHED_COMBAT_STAND,
SCHED_CHASE_ENEMY,
SCHED_CHASE_ENEMY_FAILED,
SCHED_VICTORY_DANCE,
SCHED_TARGET_FACE,
SCHED_TARGET_CHASE,
SCHED_SMALL_FLINCH,
SCHED_TAKE_COVER_FROM_ENEMY,
SCHED_TAKE_COVER_FROM_BEST_SOUND,
SCHED_TAKE_COVER_FROM_ORIGIN,
SCHED_COWER, // usually a last resort!
SCHED_MELEE_ATTACK1,
SCHED_MELEE_ATTACK2,
SCHED_RANGE_ATTACK1,
SCHED_RANGE_ATTACK2,
SCHED_SPECIAL_ATTACK1,
SCHED_SPECIAL_ATTACK2,
SCHED_STANDOFF,
SCHED_ARM_WEAPON,
SCHED_RELOAD,
SCHED_GUARD,
SCHED_AMBUSH,
SCHED_DIE,
SCHED_WAIT_TRIGGER,
SCHED_FOLLOW,
SCHED_SLEEP,
SCHED_WAKE,
SCHED_BARNACLE_VICTIM_GRAB,
SCHED_BARNACLE_VICTIM_CHOMP,
SCHED_AISCRIPT,
SCHED_FAIL,
LAST_COMMON_SCHEDULE // Leave this at the bottom
} SCHEDULE_TYPE;
// These are the shared tasks
typedef enum
{
TASK_INVALID = 0,
TASK_WAIT,
TASK_WAIT_FACE_ENEMY,
TASK_WAIT_PVS,
TASK_SUGGEST_STATE,
TASK_WALK_TO_TARGET,
TASK_RUN_TO_TARGET,
TASK_MOVE_TO_TARGET_RANGE,
TASK_GET_PATH_TO_ENEMY,
TASK_GET_PATH_TO_ENEMY_LKP,
TASK_GET_PATH_TO_ENEMY_CORPSE,
TASK_GET_PATH_TO_LEADER,
TASK_GET_PATH_TO_SPOT,
TASK_GET_PATH_TO_TARGET,
TASK_GET_PATH_TO_HINTNODE,
TASK_GET_PATH_TO_LASTPOSITION,
TASK_GET_PATH_TO_BESTSOUND,
TASK_GET_PATH_TO_BESTSCENT,
TASK_RUN_PATH,
TASK_WALK_PATH,
TASK_STRAFE_PATH,
TASK_CLEAR_MOVE_WAIT,
TASK_STORE_LASTPOSITION,
TASK_CLEAR_LASTPOSITION,
TASK_PLAY_ACTIVE_IDLE,
TASK_FIND_HINTNODE,
TASK_CLEAR_HINTNODE,
TASK_SMALL_FLINCH,
TASK_FACE_IDEAL,
TASK_FACE_ROUTE,
TASK_FACE_ENEMY,
TASK_FACE_HINTNODE,
TASK_FACE_TARGET,
TASK_FACE_LASTPOSITION,
TASK_RANGE_ATTACK1,
TASK_RANGE_ATTACK2,
TASK_MELEE_ATTACK1,
TASK_MELEE_ATTACK2,
TASK_RELOAD,
TASK_RANGE_ATTACK1_NOTURN,
TASK_RANGE_ATTACK2_NOTURN,
TASK_MELEE_ATTACK1_NOTURN,
TASK_MELEE_ATTACK2_NOTURN,
TASK_RELOAD_NOTURN,
TASK_SPECIAL_ATTACK1,
TASK_SPECIAL_ATTACK2,
TASK_CROUCH,
TASK_STAND,
TASK_GUARD,
TASK_STEP_LEFT,
TASK_STEP_RIGHT,
TASK_STEP_FORWARD,
TASK_STEP_BACK,
TASK_DODGE_LEFT,
TASK_DODGE_RIGHT,
TASK_SOUND_ANGRY,
TASK_SOUND_DEATH,
TASK_SET_ACTIVITY,
TASK_SET_SCHEDULE,
TASK_SET_FAIL_SCHEDULE,
TASK_CLEAR_FAIL_SCHEDULE,
TASK_PLAY_SEQUENCE,
TASK_PLAY_SEQUENCE_FACE_ENEMY,
TASK_PLAY_SEQUENCE_FACE_TARGET,
TASK_SOUND_IDLE,
TASK_SOUND_WAKE,
TASK_SOUND_PAIN,
TASK_SOUND_DIE,
TASK_FIND_COVER_FROM_BEST_SOUND, // tries lateral cover first, then node cover
TASK_FIND_COVER_FROM_ENEMY, // tries lateral cover first, then node cover
TASK_FIND_LATERAL_COVER_FROM_ENEMY,
TASK_FIND_NODE_COVER_FROM_ENEMY,
TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY, // data for this one is the MAXIMUM acceptable distance to the cover.
TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, // data for this one is there MINIMUM aceptable distance to the cover.
TASK_FIND_COVER_FROM_ORIGIN,
TASK_EAT,
TASK_DIE,
TASK_WAIT_FOR_SCRIPT,
TASK_PLAY_SCRIPT,
TASK_ENABLE_SCRIPT,
TASK_PLANT_ON_SCRIPT,
TASK_FACE_SCRIPT,
TASK_WAIT_RANDOM,
TASK_WAIT_INDEFINITE,
TASK_STOP_MOVING,
TASK_TURN_LEFT,
TASK_TURN_RIGHT,
TASK_REMEMBER,
TASK_FORGET,
TASK_WAIT_FOR_MOVEMENT, // wait until MovementIsComplete()
LAST_COMMON_TASK, // LEAVE THIS AT THE BOTTOM (sjb)
} SHARED_TASKS;
// These go in the flData member of the TASK_WALK_TO_TARGET, TASK_RUN_TO_TARGET
enum
{
TARGET_MOVE_NORMAL = 0,
TARGET_MOVE_SCRIPTED = 1,
};
// A goal should be used for a task that requires several schedules to complete.
// The goal index should indicate which schedule (ordinally) the monster is running.
// That way, when tasks fail, the AI can make decisions based on the context of the
// current goal and sequence rather than just the current schedule.
enum
{
GOAL_ATTACK_ENEMY,
GOAL_MOVE,
GOAL_TAKE_COVER,
GOAL_MOVE_TARGET,
GOAL_EAT,
};
// an array of tasks is a task list
// an array of schedules is a schedule list
struct Task_t
{
int iTask;
float flData;
};
struct Schedule_t
{
Task_t *pTasklist;
int cTasks;
int iInterruptMask; // a bit mask of conditions that can interrupt this schedule
// a more specific mask that indicates which TYPES of sounds will interrupt the schedule in the
// event that the schedule is broken by COND_HEAR_SOUND
int iSoundMask;
const char *pName;
};
// an array of waypoints makes up the monster's route.
// LATER - this declaration doesn't belong in this file.
struct WayPoint_t
{
Vector vecLocation;
int iType;
};

54
dlls/skill.h Normal file
View File

@ -0,0 +1,54 @@
/*
*
* 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#define SKILL_EASY 1
#define SKILL_MEDIUM 2
#define SKILL_HARD 3
struct skilldata_t
{
int iSkillLevel;
float plrDmg9MM;
float plrDmg357;
float plrDmgMP5;
float plrDmgM203Grenade;
float plrDmgBuckshot;
float plrDmgCrossbowClient;
float plrDmgRPG;
float monDmg9MM;
float monDmgMP5;
float monDmg12MM;
float suitchargerCapacity;
float batteryCapacity;
float healthchargerCapacity;
float healthkitCapacity;
};
extern skilldata_t gSkillData;

Some files were not shown because too many files have changed in this diff Show More