shithub: qk2

ref: a4c4b45d8b2136733c76a4b86c7896bfa939ad25
dir: /rogue/game.h/

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// game.h -- game dll information visible to server

#define	GAME_API_VERSION	3

// edict->svflags

#define	SVF_NOCLIENT			0x00000001	// don't send entity to clients, even if it has effects
#define	SVF_DEADMONSTER			0x00000002	// treat as CONTENTS_DEADMONSTER for collision
#define	SVF_MONSTER				0x00000004	// treat as CONTENTS_MONSTER for collision
//ROGUE -- added for things that are damageable, but not monsters
// right now, only the tesla has this
#define SVF_DAMAGEABLE			0x00000008
//ROGUE end

// edict->solid values

typedef enum
{
SOLID_NOT,			// no interaction with other objects
SOLID_TRIGGER,		// only touch when inside, after moving
SOLID_BBOX,			// touch on edge
SOLID_BSP			// bsp clip, touch on edge
} solid_t;

//===============================================================

// link_t is only used for entity area links now
typedef struct link_s
{
	struct link_s	*prev, *next;
} link_t;

#define	MAX_ENT_CLUSTERS	16


typedef struct edict_t edict_t;
typedef struct gclient_t gclient_t;


//
// functions provided by the main engine
//
typedef struct
{
	// special messages
	void	(*bprintf) (int printlevel, char *fmt, ...);
	void	(*dprintf) (char *fmt, ...);
	void	(*cprintf) (edict_t *ent, int printlevel, char *fmt, ...);
	void	(*centerprintf) (edict_t *ent, char *fmt, ...);
	void	(*sound) (edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs);
	void	(*positioned_sound) (vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs);

	// config strings hold all the index strings, the lightstyles,
	// and misc data like the sky definition and cdtrack.
	// All of the current configstrings are sent to clients when
	// they connect, and changes are sent to all connected clients.
	void	(*configstring) (int num, char *string);

	void	(*error) (char *fmt, ...);

	// the *index functions create configstrings and some internal server state
	int		(*modelindex) (char *name);
	int		(*soundindex) (char *name);
	int		(*imageindex) (char *name);

	void	(*setmodel) (edict_t *ent, char *name);

	// collision detection
	trace_t	(*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask);
	int		(*pointcontents) (vec3_t point);
	qboolean	(*inPVS) (vec3_t p1, vec3_t p2);
	qboolean	(*inPHS) (vec3_t p1, vec3_t p2);
	void		(*SetAreaPortalState) (int portalnum, qboolean open);
	qboolean	(*AreasConnected) (int area1, int area2);

	// an entity will never be sent to a client or used for collision
	// if it is not passed to linkentity.  If the size, position, or
	// solidity changes, it must be relinked.
	void	(*linkentity) (edict_t *ent);
	void	(*unlinkentity) (edict_t *ent);		// call before removing an interactive edict
	int		(*BoxEdicts) (vec3_t mins, vec3_t maxs, edict_t **list,	int maxcount, int areatype);
	void	(*Pmove) (pmove_t *pmove);		// player movement code common with client prediction

	// network messaging
	void	(*multicast) (vec3_t origin, multicast_t to);
	void	(*unicast) (edict_t *ent, qboolean reliable);
	void	(*WriteChar) (int c);
	void	(*WriteByte) (int c);
	void	(*WriteShort) (int c);
	void	(*WriteLong) (int c);
	void	(*WriteFloat) (float f);
	void	(*WriteString) (char *s);
	void	(*WritePosition) (vec3_t pos);	// some fractional bits
	void	(*WriteDir) (vec3_t pos);		// single byte encoded, very coarse
	void	(*WriteAngle) (float f);

	// managed memory allocation
	void	*(*TagMalloc) (int size, int tag);
	void	(*TagFree) (void *block);
	void	(*FreeTags) (int tag);

	// console variable interaction
	cvar_t	*(*cvar) (char *var_name, char *value, int flags);
	cvar_t	*(*cvar_set) (char *var_name, char *value);
	cvar_t	*(*cvar_forceset) (char *var_name, char *value);

	// ClientCommand and ServerCommand parameter access
	int		(*argc) (void);
	char	*(*argv) (int n);
	char	*(*args) (void);	// concatenation of all argv >= 1

	// add commands to the server console as if they were typed in
	// for map changing, etc
	void	(*AddCommandString) (char *text);

	void	(*DebugGraph) (float value, int color);
} game_import_t;

//
// functions exported by the game subsystem
//
typedef struct
{
	int			apiversion;

	// the init function will only be called when a game starts,
	// not each time a level is loaded.  Persistant data for clients
	// and the server can be allocated in init
	void		(*Init) (void);
	void		(*Shutdown) (void);

	// each new level entered will cause a call to SpawnEntities
	void		(*SpawnEntities) (char *mapname, char *entstring, char *spawnpoint);

	// Read/Write Game is for storing persistant cross level information
	// about the world state and the clients.
	// WriteGame is called every time a level is exited.
	// ReadGame is called on a loadgame.
	void		(*WriteGame) (char *filename, qboolean autosave);
	void		(*ReadGame) (char *filename);

	// ReadLevel is called after the default map information has been
	// loaded with SpawnEntities
	void		(*WriteLevel) (char *filename);
	void		(*ReadLevel) (char *filename);

	qboolean	(*ClientConnect) (edict_t *ent, char *userinfo);
	void		(*ClientBegin) (edict_t *ent);
	void		(*ClientUserinfoChanged) (edict_t *ent, char *userinfo);
	void		(*ClientDisconnect) (edict_t *ent);
	void		(*ClientCommand) (edict_t *ent);
	void		(*ClientThink) (edict_t *ent, usercmd_t *cmd);

	void		(*RunFrame) (void);

	// ServerCommand will be called when an "sv <command>" command is issued on the
	// server console.
	// The game can issue gi.argc() / gi.argv() commands to get the rest
	// of the parameters
	void		(*ServerCommand) (void);

	//
	// global variables shared between game and server
	//

	// The edict array is allocated in the game dll so it
	// can vary in size from one game to another.
	// 
	// The size will be fixed when ge->Init() is called
	edict_t	*edicts;
	int			edict_size;
	int			num_edicts;		// current number, <= max_edicts
	int			max_edicts;
} game_export_t;

game_export_t*	GetGameAPI(game_import_t *);


// the "gameversion" client command will print this plus compile date
#define	GAMEVERSION	"baseq2"

#define qmin(a,b) ((a) < (b) ? (a) : (b))
#define qmax(a,b) ((a) > (b) ? (a) : (b))

// view pitching times
#define DAMAGE_TIME		0.5
#define	FALL_TIME		0.3

// ROGUE- id killed this weapon
#define	KILL_DISRUPTOR	1
// rogue

// edict->spawnflags
// these are set with checkboxes on each entity in the map editor
#define	SPAWNFLAG_NOT_EASY			0x00000100
#define	SPAWNFLAG_NOT_MEDIUM		0x00000200
#define	SPAWNFLAG_NOT_HARD			0x00000400
#define	SPAWNFLAG_NOT_DEATHMATCH	0x00000800
#define	SPAWNFLAG_NOT_COOP			0x00001000

// edict->flags
#define	FL_FLY					0x00000001
#define	FL_SWIM					0x00000002	// implied immunity to drowining
#define FL_IMMUNE_LASER			0x00000004
#define	FL_INWATER				0x00000008
#define	FL_GODMODE				0x00000010
#define	FL_NOTARGET				0x00000020
#define FL_IMMUNE_SLIME			0x00000040
#define FL_IMMUNE_LAVA			0x00000080
#define	FL_PARTIALGROUND		0x00000100	// not all corners are valid
#define	FL_WATERJUMP			0x00000200	// player jumping out of water
#define	FL_TEAMSLAVE			0x00000400	// not the first on the team
#define FL_NO_KNOCKBACK			0x00000800
#define FL_POWER_ARMOR			0x00001000	// power armor (if any) is active
#define FL_RESPAWN				0x80000000	// used for item respawning

//ROGUE
#define FL_MECHANICAL			0x00002000	// entity is mechanical, use sparks not blood
#define FL_SAM_RAIMI			0x00004000	// entity is in sam raimi cam mode
#define FL_DISGUISED			0x00008000	// entity is in disguise, monsters will not recognize.
#define	FL_NOGIB				0x00010000	// player has been vaporized by a nuke, drop no gibs
//ROGUE

#define	FRAMETIME		0.1

// memory tags to allow dynamic memory to be cleaned up
#define	TAG_GAME	765		// clear when unloading the dll
#define	TAG_LEVEL	766		// clear when loading a new level


#define MELEE_DISTANCE	80

#define BODY_QUEUE_SIZE		8

typedef enum
{
	DAMAGE_NO,
	DAMAGE_YES,			// will take damage if hit
	DAMAGE_AIM			// auto targeting recognizes this
} damage_t;

typedef enum 
{
	WEAPON_READY, 
	WEAPON_ACTIVATING,
	WEAPON_DROPPING,
	WEAPON_FIRING
} weaponstate_t;

typedef enum
{
	AMMO_BULLETS,
	AMMO_SHELLS,
	AMMO_ROCKETS,
	AMMO_GRENADES,
	AMMO_CELLS,
	AMMO_SLUGS,

	//ROGUE
	AMMO_FLECHETTES,
	AMMO_TESLA,
#ifdef KILL_DISRUPTOR
	AMMO_PROX
#else
	AMMO_PROX,
	AMMO_DISRUPTOR
#endif
} ammo_t;


//deadflag
#define DEAD_NO					0
#define DEAD_DYING				1
#define DEAD_DEAD				2
#define DEAD_RESPAWNABLE		3

//range
#define RANGE_MELEE				0
#define RANGE_NEAR				1
#define RANGE_MID				2
#define RANGE_FAR				3

//gib types
#define GIB_ORGANIC				0
#define GIB_METALLIC			1

//monster ai flags
#define AI_STAND_GROUND			0x00000001
#define AI_TEMP_STAND_GROUND	0x00000002
#define AI_SOUND_TARGET			0x00000004
#define AI_LOST_SIGHT			0x00000008
#define AI_PURSUIT_LAST_SEEN	0x00000010
#define AI_PURSUE_NEXT			0x00000020
#define AI_PURSUE_TEMP			0x00000040
#define AI_HOLD_FRAME			0x00000080
#define AI_GOOD_GUY				0x00000100
#define AI_BRUTAL				0x00000200
#define AI_NOSTEP				0x00000400
#define AI_DUCKED				0x00000800
#define AI_COMBAT_POINT			0x00001000
#define AI_MEDIC				0x00002000
#define AI_RESURRECTING			0x00004000

//ROGUE
#define AI_WALK_WALLS			0x00008000
#define AI_MANUAL_STEERING		0x00010000
#define AI_TARGET_ANGER			0x00020000
#define AI_DODGING				0x00040000
#define AI_CHARGING				0x00080000
#define AI_HINT_PATH			0x00100000
#define	AI_IGNORE_SHOTS			0x00200000
// PMM - FIXME - last second added for E3 .. there's probably a better way to do this, but
// this works
#define	AI_DO_NOT_COUNT			0x00400000	// set for healed monsters
#define	AI_SPAWNED_CARRIER		0x00800000	// both do_not_count and spawned are set for spawned monsters
#define	AI_SPAWNED_MEDIC_C		0x01000000	// both do_not_count and spawned are set for spawned monsters
#define	AI_SPAWNED_WIDOW		0x02000000	// both do_not_count and spawned are set for spawned monsters
#define AI_SPAWNED_MASK			0x03800000	// mask to catch all three flavors of spawned
#define	AI_BLOCKED				0x04000000	// used by blocked_checkattack: set to say I'm attacking while blocked 
											// (prevents run-attacks)
//ROGUE

//monster attack state
#define AS_STRAIGHT				1
#define AS_SLIDING				2
#define	AS_MELEE				3
#define	AS_MISSILE				4
#define	AS_BLIND				5	// PMM - used by boss code to do nasty things even if it can't see you

// armor types
#define ARMOR_NONE				0
#define ARMOR_JACKET			1
#define ARMOR_COMBAT			2
#define ARMOR_BODY				3
#define ARMOR_SHARD				4

// power armor types
#define POWER_ARMOR_NONE		0
#define POWER_ARMOR_SCREEN		1
#define POWER_ARMOR_SHIELD		2

// handedness values
#define RIGHT_HANDED			0
#define LEFT_HANDED				1
#define CENTER_HANDED			2


// game.serverflags values
#define SFL_CROSS_TRIGGER_1		0x00000001
#define SFL_CROSS_TRIGGER_2		0x00000002
#define SFL_CROSS_TRIGGER_3		0x00000004
#define SFL_CROSS_TRIGGER_4		0x00000008
#define SFL_CROSS_TRIGGER_5		0x00000010
#define SFL_CROSS_TRIGGER_6		0x00000020
#define SFL_CROSS_TRIGGER_7		0x00000040
#define SFL_CROSS_TRIGGER_8		0x00000080
#define SFL_CROSS_TRIGGER_MASK	0x000000ff


// noise types for PlayerNoise
#define PNOISE_SELF				0
#define PNOISE_WEAPON			1
#define PNOISE_IMPACT			2


// edict->movetype values
typedef enum
{
MOVETYPE_NONE,			// never moves
MOVETYPE_NOCLIP,		// origin and angles change with no interaction
MOVETYPE_PUSH,			// no clip to world, push on box contact
MOVETYPE_STOP,			// no clip to world, stops on box contact

MOVETYPE_WALK,			// gravity
MOVETYPE_STEP,			// gravity, special edge handling
MOVETYPE_FLY,
MOVETYPE_TOSS,			// gravity
MOVETYPE_FLYMISSILE,	// extra size to monsters
MOVETYPE_BOUNCE,
MOVETYPE_NEWTOSS		// PGM - for deathball
} movetype_t;



typedef struct
{
	int		base_count;
	int		max_count;
	float	normal_protection;
	float	energy_protection;
	int		armor;
} gitem_armor_t;


// gitem_t->flags
#define	IT_WEAPON			0x00000001		// use makes active weapon
#define	IT_AMMO				0x00000002
#define IT_ARMOR			0x00000004
#define IT_STAY_COOP		0x00000008
#define IT_KEY				0x00000010
#define IT_POWERUP			0x00000020

// ROGUE
#define IT_MELEE			0x00000040
#define IT_NOT_GIVEABLE		0x00000080	// item can not be given
// ROGUE

// gitem_t->weapmodel for weapons indicates model index
#define WEAP_BLASTER			1 
#define WEAP_SHOTGUN			2 
#define WEAP_SUPERSHOTGUN		3 
#define WEAP_MACHINEGUN			4 
#define WEAP_CHAINGUN			5 
#define WEAP_GRENADES			6 
#define WEAP_GRENADELAUNCHER	7 
#define WEAP_ROCKETLAUNCHER		8 
#define WEAP_HYPERBLASTER		9 
#define WEAP_RAILGUN			10
#define WEAP_BFG				11

#define WEAP_DISRUPTOR			12		// PGM
#define WEAP_ETFRIFLE			13		// PGM
#define WEAP_PLASMA				14		// PGM
#define WEAP_PROXLAUNCH			15		// PGM
#define WEAP_CHAINFIST			16		// PGM

typedef struct gitem_s
{
	char		*classname;	// spawning name
	qboolean	(*pickup)(edict_t *ent, edict_t *other);
	void		(*use)(edict_t *ent, struct gitem_s *item);
	void		(*drop)(edict_t *ent, struct gitem_s *item);
	void		(*weaponthink)(edict_t *ent);
	char		*pickup_sound;
	char		*world_model;
	int			world_model_flags;
	char		*view_model;

	// client side info
	char		*icon;
	char		*pickup_name;	// for printing on pickup
	int			count_width;		// number of digits to display by icon

	int			quantity;		// for ammo how much, for weapons how much is used per shot
	char		*ammo;			// for weapons
	int			flags;			// IT_* flags

	int			weapmodel;		// weapon model index (for weapons)

	void		*info;
	int			tag;

	char		*precaches;		// string of all models, sounds, and images this item will use
} gitem_t;



//
// this structure is left intact through an entire game
// it should be initialized at dll load time, and read/written to
// the server.ssv file for savegames
//
typedef struct
{
	char		helpmessage1[512];
	char		helpmessage2[512];
	int			helpchanged;	// flash F1 icon if non 0, play sound
								// and increment only if 1, 2, or 3

	gclient_t	*clients;		// [maxclients]

	// can't store spawnpoint in level, because
	// it would get overwritten by the savegame restore
	char		spawnpoint[512];	// needed for coop respawns

	// store latched cvars here that we want to get at often
	int			maxclients;
	int			maxentities;

	// cross level triggers
	int			serverflags;

	// items
	int			num_items;

	qboolean	autosaved;
} game_locals_t;


//
// this structure is cleared as each map is entered
// it is read/written to the level.sav file for savegames
//
typedef struct
{
	int			framenum;
	float		time;

	char		level_name[MAX_QPATH];	// the descriptive name (Outer Base, etc)
	char		mapname[MAX_QPATH];		// the server name (base1, etc)
	char		nextmap[MAX_QPATH];		// go here when fraglimit is hit

	// intermission state
	float		intermissiontime;		// time the intermission was started
	char		*changemap;
	int			exitintermission;
	vec3_t		intermission_origin;
	vec3_t		intermission_angle;

	edict_t		*sight_client;	// changed once each frame for coop games

	edict_t		*sight_entity;
	int			sight_entity_framenum;
	edict_t		*sound_entity;
	int			sound_entity_framenum;
	edict_t		*sound2_entity;
	int			sound2_entity_framenum;

	int			pic_health;

	int			total_secrets;
	int			found_secrets;

	int			total_goals;
	int			found_goals;

	int			total_monsters;
	int			killed_monsters;

	edict_t		*current_entity;	// entity running from G_RunFrame
	int			body_que;			// dead bodies

	int			power_cubes;		// ugly necessity for coop

	// ROGUE
	edict_t		*disguise_violator;
	int			disguise_violation_framenum;
	// ROGUE
} level_locals_t;


// spawn_temp_t is only used to hold entity field values that
// can be set from the editor, but aren't actualy present
// in edict_t during gameplay
typedef struct
{
	// world vars
	char		*sky;
	float		skyrotate;
	vec3_t		skyaxis;
	char		*nextmap;

	int			lip;
	int			distance;
	int			height;
	char		*noise;
	float		pausetime;
	char		*item;
	char		*gravity;

	float		minyaw;
	float		maxyaw;
	float		minpitch;
	float		maxpitch;
} spawn_temp_t;


typedef struct
{
	// fixed data
	vec3_t		start_origin;
	vec3_t		start_angles;
	vec3_t		end_origin;
	vec3_t		end_angles;

	int			sound_start;
	int			sound_middle;
	int			sound_end;

	float		accel;
	float		speed;
	float		decel;
	float		distance;

	float		wait;

	// state data
	int			state;
	vec3_t		dir;
	float		current_speed;
	float		move_speed;
	float		next_speed;
	float		remaining_distance;
	float		decel_distance;
	void		(*endfunc)(edict_t *);
} moveinfo_t;


typedef struct
{
	void	(*aifunc)(edict_t *self, float dist);
	float	dist;
	void	(*thinkfunc)(edict_t *self);
} mframe_t;

typedef struct
{
	int			firstframe;
	int			lastframe;
	mframe_t	*frame;
	void		(*endfunc)(edict_t *self);
} mmove_t;

typedef struct
{
	mmove_t		*currentmove;
	unsigned int	aiflags;		// PGM - unsigned, since we're close to the max
	int			nextframe;
	float		scale;

	void		(*stand)(edict_t *self);
	void		(*idle)(edict_t *self);
	void		(*search)(edict_t *self);
	void		(*walk)(edict_t *self);
	void		(*run)(edict_t *self);
	void		(*dodge)(edict_t *self, edict_t *other, float eta, trace_t *tr);
	void		(*attack)(edict_t *self);
	void		(*melee)(edict_t *self);
	void		(*sight)(edict_t *self, edict_t *other);
	qboolean	(*checkattack)(edict_t *self);

	float		pausetime;
	float		attack_finished;

	vec3_t		saved_goal;
	float		search_time;
	float		trail_time;
	vec3_t		last_sighting;
	int			attack_state;
	int			lefty;
	float		idle_time;
	int			linkcount;

	int			power_armor_type;
	int			power_armor_power;

//ROGUE
	qboolean	(*blocked)(edict_t *self, float dist);
//	edict_t		*last_hint;			// last hint_path the monster touched
	float		last_hint_time;		// last time the monster checked for hintpaths.
	edict_t		*goal_hint;			// which hint_path we're trying to get to
	int			medicTries;
	edict_t		*badMedic1, *badMedic2;	// these medics have declared this monster "unhealable"
	edict_t		*healer;	// this is who is healing this monster
	void		(*duck)(edict_t *self, float eta);
	void		(*unduck)(edict_t *self);
	void		(*sidestep)(edict_t *self);
	//  while abort_duck would be nice, only monsters which duck but don't sidestep would use it .. only the brain
	//  not really worth it.  sidestep is an implied abort_duck
//	void		(*abort_duck)(edict_t *self);
	float		base_height;
	float		next_duck_time;
	float		duck_wait_time;
	edict_t		*last_player_enemy;
	// blindfire stuff .. the boolean says whether the monster will do it, and blind_fire_time is the timing
	// (set in the monster) of the next shot
	qboolean	blindfire;		// will the monster blindfire?
	float		blind_fire_delay;
	vec3_t		blind_fire_target;
	// used by the spawners to not spawn too much and keep track of #s of monsters spawned
	int			monster_slots;
	int			monster_used;
	edict_t		*commander;
	// powerup timers, used by widow, our friend
	float		quad_framenum;
	float		invincible_framenum;
	float		double_framenum;
//ROGUE
} monsterinfo_t;

// ROGUE
// this determines how long to wait after a duck to duck again.  this needs to be longer than
// the time after the monster_duck_up in all of the animation sequences
#define	DUCK_INTERVAL	0.5
// ROGUE

extern	game_locals_t	game;
extern	level_locals_t	level;
extern	game_import_t	gi;
extern	game_export_t	globals;
extern	spawn_temp_t	st;

extern	int	sm_meat_index;
extern	int	snd_fry;


// means of death
#define MOD_UNKNOWN			0
#define MOD_BLASTER			1
#define MOD_SHOTGUN			2
#define MOD_SSHOTGUN		3
#define MOD_MACHINEGUN		4
#define MOD_CHAINGUN		5
#define MOD_GRENADE			6
#define MOD_G_SPLASH		7
#define MOD_ROCKET			8
#define MOD_R_SPLASH		9
#define MOD_HYPERBLASTER	10
#define MOD_RAILGUN			11
#define MOD_BFG_LASER		12
#define MOD_BFG_BLAST		13
#define MOD_BFG_EFFECT		14
#define MOD_HANDGRENADE		15
#define MOD_HG_SPLASH		16
#define MOD_WATER			17
#define MOD_SLIME			18
#define MOD_LAVA			19
#define MOD_CRUSH			20
#define MOD_TELEFRAG		21
#define MOD_FALLING			22
#define MOD_SUICIDE			23
#define MOD_HELD_GRENADE	24
#define MOD_EXPLOSIVE		25
#define MOD_BARREL			26
#define MOD_BOMB			27
#define MOD_EXIT			28
#define MOD_SPLASH			29
#define MOD_TARGET_LASER	30
#define MOD_TRIGGER_HURT	31
#define MOD_HIT				32
#define MOD_TARGET_BLASTER	33
#define MOD_FRIENDLY_FIRE	0x8000000

//========
//ROGUE
#define MOD_CHAINFIST			40
#define MOD_DISINTEGRATOR		41
#define MOD_ETF_RIFLE			42
#define MOD_BLASTER2			43
#define MOD_HEATBEAM			44
#define MOD_TESLA				45
#define MOD_PROX				46
#define MOD_NUKE				47
#define MOD_VENGEANCE_SPHERE	48
#define MOD_HUNTER_SPHERE		49
#define MOD_DEFENDER_SPHERE		50
#define MOD_TRACKER				51
#define MOD_DBALL_CRUSH			52
#define MOD_DOPPLE_EXPLODE		53
#define MOD_DOPPLE_VENGEANCE	54
#define MOD_DOPPLE_HUNTER		55
//ROGUE
//========

extern	int	meansOfDeath;


extern	edict_t			*g_edicts;

#define	FOFS(x) (int)&(((edict_t *)0)->x)
#define	STOFS(x) (int)&(((spawn_temp_t *)0)->x)
#define	LLOFS(x) (int)&(((level_locals_t *)0)->x)
#define	CLOFS(x) (int)&(((gclient_t *)0)->x)

#define qrandom()	((rand () & 0x7fff) / ((float)0x7fff))
#define crandom()	(2.0 * (qrandom() - 0.5))

extern	cvar_t	*maxentities;
extern	cvar_t	*deathmatch;
extern	cvar_t	*coop;
extern	cvar_t	*dmflags;
extern	cvar_t	*skill;
extern	cvar_t	*fraglimit;
extern	cvar_t	*timelimit;
extern	cvar_t	*password;
extern	cvar_t	*spectator_password;
extern	cvar_t	*g_select_empty;
extern	cvar_t	*dedicated;

extern	cvar_t	*filterban;

extern	cvar_t	*sv_gravity;
extern	cvar_t	*sv_maxvelocity;

extern	cvar_t	*gun_x, *gun_y, *gun_z;
extern	cvar_t	*sv_rollspeed;
extern	cvar_t	*sv_rollangle;

extern	cvar_t	*run_pitch;
extern	cvar_t	*run_roll;
extern	cvar_t	*bob_up;
extern	cvar_t	*bob_pitch;
extern	cvar_t	*bob_roll;

extern	cvar_t	*sv_cheats;
extern	cvar_t	*maxclients;
extern	cvar_t	*maxspectators;

extern	cvar_t	*flood_msgs;
extern	cvar_t	*flood_persecond;
extern	cvar_t	*flood_waitdelay;

extern	cvar_t	*sv_maplist;

extern	cvar_t	*sv_stopspeed;		// PGM - this was a define in g_phys.c

//ROGUE
extern	cvar_t	*g_showlogic;
extern	cvar_t	*gamerules;
extern	cvar_t	*huntercam;
extern	cvar_t	*strong_mines;
extern	cvar_t	*randomrespawn;

// this is for the count of monsters
#define ENT_SLOTS_LEFT		(ent->monsterinfo.monster_slots - ent->monsterinfo.monster_used)
#define SELF_SLOTS_LEFT		(self->monsterinfo.monster_slots - self->monsterinfo.monster_used)
//ROGUE

#define WORLD	(&g_edicts[0])

// item spawnflags
#define ITEM_TRIGGER_SPAWN		0x00000001
#define ITEM_NO_TOUCH			0x00000002
// 6 bits reserved for editor flags
// 8 bits used as power cube id bits for coop games
#define DROPPED_ITEM			0x00010000
#define	DROPPED_PLAYER_ITEM		0x00020000
#define ITEM_TARGETS_USED		0x00040000

//
// fields are needed for spawning from the entity string
// and saving / loading games
//
#define FFL_SPAWNTEMP		1
#define FFL_NOSPAWN			2

typedef enum {
	F_INT, 
	F_FLOAT,
	F_LSTRING,			// string on disk, pointer in memory, TAG_LEVEL
	F_GSTRING,			// string on disk, pointer in memory, TAG_GAME
	F_VECTOR,
	F_ANGLEHACK,
	F_EDICT,			// index on disk, pointer in memory
	F_ITEM,				// index on disk, pointer in memory
	F_CLIENT,			// index on disk, pointer in memory
	F_FUNCTION,
	F_MMOVE,
	F_IGNORE
} fieldtype_t;

typedef struct
{
	char	*name;
	int		ofs;
	fieldtype_t	type;
	int		flags;
} field_t;


extern	field_t fields[];
extern	gitem_t	itemlist[];


//
// g_cmds.c
//
void Cmd_Help_f (edict_t *ent);
void Cmd_Score_f (edict_t *ent);

//
// g_items.c
//
void PrecacheItem (gitem_t *it);
void InitItems (void);
void SetItemNames (void);
gitem_t	*FindItem (char *pickup_name);
gitem_t	*FindItemByClassname (char *classname);
#define	ITEM_INDEX(x) ((x)-itemlist)
edict_t *Drop_Item (edict_t *ent, gitem_t *item);
void SetRespawn (edict_t *ent, float delay);
void ChangeWeapon (edict_t *ent);
void SpawnItem (edict_t *ent, gitem_t *item);
void Think_Weapon (edict_t *ent);
int ArmorIndex (edict_t *ent);
int PowerArmorType (edict_t *ent);
gitem_t	*GetItemByIndex (int index);
qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count);
void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);

//
// g_utils.c
//
qboolean	KillBox (edict_t *ent);
void	G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result);
edict_t *G_Find (edict_t *from, int fieldofs, char *match);
edict_t *findradius (edict_t *from, vec3_t org, float rad);
edict_t *G_PickTarget (char *targetname);
void	G_UseTargets (edict_t *ent, edict_t *activator);
void	G_SetMovedir (vec3_t angles, vec3_t movedir);

void	G_InitEdict (edict_t *e);
edict_t	*G_Spawn (void);
void	G_FreeEdict (edict_t *e);

void	G_TouchTriggers (edict_t *ent);
void	G_TouchSolids (edict_t *ent);

char	*G_CopyString (char *in);

float	*tv (float x, float y, float z);
char	*vtos (vec3_t v);

float vectoyaw (vec3_t vec);
void vectoangles (vec3_t vec, vec3_t angles);

//ROGUE
void	G_ProjectSource2 (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t up, vec3_t result);
float	vectoyaw2 (vec3_t vec);
void	vectoangles2 (vec3_t vec, vec3_t angles);
edict_t *findradius2 (edict_t *from, vec3_t org, float rad);
//ROGUE

//
// g_combat.c
//
qboolean OnSameTeam (edict_t *ent1, edict_t *ent2);
qboolean CanDamage (edict_t *targ, edict_t *inflictor);
void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod);
void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod);

//ROGUE
void T_RadiusNukeDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod);
void T_RadiusClassDamage (edict_t *inflictor, edict_t *attacker, float damage, char *ignoreClass, float radius, int mod);
void cleanupHealTarget (edict_t *ent);
//ROGUE

// damage flags
#define DAMAGE_RADIUS			0x00000001	// damage was indirect
#define DAMAGE_NO_ARMOR			0x00000002	// armour does not protect from this damage
#define DAMAGE_ENERGY			0x00000004	// damage is from an energy based weapon
#define DAMAGE_NO_KNOCKBACK		0x00000008	// do not affect velocity, just view angles
#define DAMAGE_BULLET			0x00000010  // damage is from a bullet (used for ricochets)
#define DAMAGE_NO_PROTECTION	0x00000020  // armor, shields, invulnerability, and godmode have no effect
//ROGUE
#define DAMAGE_DESTROY_ARMOR	0x00000040	// damage is done to armor and health.
#define DAMAGE_NO_REG_ARMOR		0x00000080	// damage skips regular armor
#define DAMAGE_NO_POWER_ARMOR	0x00000100	// damage skips power armor
//ROGUE


#define DEFAULT_BULLET_HSPREAD	300
#define DEFAULT_BULLET_VSPREAD	500
#define DEFAULT_SHOTGUN_HSPREAD	1000
#define DEFAULT_SHOTGUN_VSPREAD	500
#define DEFAULT_DEATHMATCH_SHOTGUN_COUNT	12
#define DEFAULT_SHOTGUN_COUNT	12
#define DEFAULT_SSHOTGUN_COUNT	20

//
// g_monster.c
//
void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype);
void monster_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype);
void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect);
void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype);
void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype);
void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype);
void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype);
void M_droptofloor (edict_t *ent);
void monster_think (edict_t *self);
void walkmonster_start (edict_t *self);
void swimmonster_start (edict_t *self);
void flymonster_start (edict_t *self);
void AttackFinished (edict_t *self, float time);
void monster_death_use (edict_t *self);
void M_CatagorizePosition (edict_t *ent);
qboolean M_CheckAttack (edict_t *self);
void M_FlyCheck (edict_t *self);
void M_CheckGround (edict_t *ent);
//ROGUE
void monster_fire_blaster2 (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect);
void monster_fire_tracker (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, edict_t *enemy, int flashtype);
void monster_fire_heat (edict_t *self, vec3_t start, vec3_t dir, vec3_t offset, int damage, int kick, int flashtype);
void stationarymonster_start (edict_t *self);	
void monster_done_dodge (edict_t *self);
//ROGUE


//
// g_misc.c
//
void ThrowHead (edict_t *self, char *gibname, int damage, int type);
void ThrowClientHead (edict_t *self, int damage);
void ThrowGib (edict_t *self, char *gibname, int damage, int type);
void BecomeExplosion1(edict_t *self);

//
// g_ai.c
//
void AI_SetSightClient (void);

void ai_stand (edict_t *self, float dist);
void ai_move (edict_t *self, float dist);
void ai_walk (edict_t *self, float dist);
void ai_turn (edict_t *self, float dist);
void ai_run (edict_t *self, float dist);
void ai_charge (edict_t *self, float dist);
int range (edict_t *self, edict_t *other);

void FoundTarget (edict_t *self);
qboolean infront (edict_t *self, edict_t *other);
qboolean visible (edict_t *self, edict_t *other);
qboolean FacingIdeal(edict_t *self);

//
// g_weapon.c
//
void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin);
qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick);
void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod);
void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod);
void fire_blaster (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper);
void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius);
void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held);
void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick);
void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius);

//
// g_ptrail.c
//
void PlayerTrail_Init (void);
void PlayerTrail_Add (vec3_t spot);
void PlayerTrail_New (vec3_t spot);
edict_t *PlayerTrail_PickFirst (edict_t *self);
edict_t *PlayerTrail_PickNext (edict_t *self);
edict_t	*PlayerTrail_LastSpot (void);

//
// g_client.c
//
void respawn (edict_t *ent);
void BeginIntermission (edict_t *targ);
void PutClientInServer (edict_t *ent);
void InitClientPersistant (gclient_t *client);
void InitClientResp (gclient_t *client);
void InitBodyQue (void);
void ClientBeginServerFrame (edict_t *ent);

//
// g_player.c
//
void player_pain (edict_t *self, edict_t *other, float kick, int damage);
void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);

//
// g_svcmds.c
//
void	ServerCommand (void);
qboolean SV_FilterPacket (char *from);

//
// p_view.c
//
void ClientEndServerFrame (edict_t *ent);

//
// p_hud.c
//
void MoveClientToIntermission (edict_t *client);
void G_SetStats (edict_t *ent);
void G_SetSpectatorStats (edict_t *ent);
void G_CheckChaseStats (edict_t *ent);
void ValidateSelectedItem (edict_t *ent);
void DeathmatchScoreboardMessage (edict_t *client, edict_t *killer);

//
// g_pweapon.c
//
void PlayerNoise(edict_t *who, vec3_t where, int type);

//
// m_move.c
//
qboolean M_CheckBottom (edict_t *ent);
qboolean M_walkmove (edict_t *ent, float yaw, float dist);
void M_MoveToGoal (edict_t *ent, float dist);
void M_ChangeYaw (edict_t *ent);

//
// g_phys.c
//
void G_RunEntity (edict_t *ent);

//
// g_main.c
//
void SaveClientData (void);
void FetchClientEntData (edict_t *ent);

//
// g_chase.c
//
void UpdateChaseCam(edict_t *ent);
void ChaseNext(edict_t *ent);
void ChasePrev(edict_t *ent);
void GetChaseTarget(edict_t *ent);


//====================
// ROGUE PROTOTYPES
//
// g_newweap.c
//
//extern float nuke_framenum;

void fire_flechette (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int kick);
void fire_prox (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed);		
void fire_nuke (edict_t *self, vec3_t start, vec3_t aimdir, int speed);		
void fire_flame (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed);
void fire_burst (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed);
void fire_maintain (edict_t *, edict_t *, vec3_t start, vec3_t aimdir, int damage, int speed);
void fire_incendiary_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius);
void fire_player_melee (edict_t *self, vec3_t start, vec3_t aim, int reach, int damage, int kick, int quiet, int mod);
void fire_tesla (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed);
void fire_blaster2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper);
void fire_heat (edict_t *self, vec3_t start, vec3_t aimdir, vec3_t offset, int damage, int kick, qboolean monster);
void fire_tracker (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, edict_t *enemy);

//
// g_newai.c
//
qboolean blocked_checkshot (edict_t *self, float shotChance);
qboolean blocked_checkplat (edict_t *self, float dist);
qboolean blocked_checkjump (edict_t *self, float dist, float maxDown, float maxUp);
qboolean blocked_checknewenemy (edict_t *self);
qboolean monsterlost_checkhint (edict_t *self);
qboolean inback (edict_t *self, edict_t *other);
float realrange (edict_t *self, edict_t *other);
edict_t *SpawnBadArea(vec3_t mins, vec3_t maxs, float lifespan, edict_t *owner);
edict_t *CheckForBadArea(edict_t *ent);
qboolean MarkTeslaArea(edict_t *self, edict_t *tesla);
void InitHintPaths (void);
void PredictAim (edict_t *target, vec3_t start, float bolt_speed, qboolean eye_height, float offset, vec3_t aimdir, vec3_t aimpoint);
qboolean below (edict_t *self, edict_t *other);
void drawbbox (edict_t *self);
void M_MonsterDodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr);
void monster_duck_down (edict_t *self);
void monster_duck_hold (edict_t *self);
void monster_duck_up (edict_t *self);
qboolean has_valid_enemy (edict_t *self);
void TargetTesla (edict_t *self, edict_t *tesla);
void hintpath_stop (edict_t *self);
edict_t * PickCoopTarget (edict_t *self);
int CountPlayers (void);
void monster_jump_start (edict_t *self);
qboolean monster_jump_finished (edict_t *self);


//
// g_sphere.c
//
void Defender_Launch (edict_t *self);
void Vengeance_Launch (edict_t *self);
void Hunter_Launch (edict_t *self);

//
// g_newdm.c
//
void InitGameRules(void);
edict_t *DoRandomRespawn (edict_t *ent);
void PrecacheForRandomRespawn (void);
qboolean Tag_PickupToken (edict_t *ent, edict_t *other);
void Tag_DropToken (edict_t *ent, gitem_t *item);
void Tag_PlayerDeath(edict_t *targ, edict_t *inflictor, edict_t *attacker);
void fire_doppleganger (edict_t *ent, vec3_t start, vec3_t aimdir);

//
// g_spawn.c
//
edict_t *CreateMonster(vec3_t origin, vec3_t angles, char *classname);
edict_t *CreateFlyMonster (vec3_t origin, vec3_t angles, vec3_t mins, vec3_t maxs, char *classname);
edict_t *CreateGroundMonster (vec3_t origin, vec3_t angles, vec3_t mins, vec3_t maxs, char *classname, int height);
qboolean FindSpawnPoint (vec3_t startpoint, vec3_t mins, vec3_t maxs, vec3_t spawnpoint, float maxMoveUp);
qboolean CheckSpawnPoint (vec3_t origin, vec3_t mins, vec3_t maxs);
qboolean CheckGroundSpawnPoint (vec3_t origin, vec3_t entMins, vec3_t entMaxs, float height, float gravity);
void DetermineBBox (char *classname, vec3_t mins, vec3_t maxs);
void SpawnGrow_Spawn (vec3_t startpos, int size);
void Widowlegs_Spawn (vec3_t startpos, vec3_t angles);

//
// p_client.c
//
void RemoveAttackingPainDaemons (edict_t *self);


// ROGUE PROTOTYPES
//====================

//============================================================================

// client_t->anim_priority
#define	ANIM_BASIC		0		// stand / run
#define	ANIM_WAVE		1
#define	ANIM_JUMP		2
#define	ANIM_PAIN		3
#define	ANIM_ATTACK		4
#define	ANIM_DEATH		5
#define	ANIM_REVERSE	6


// client data that stays across multiple level loads
typedef struct
{
	char		userinfo[MAX_INFO_STRING];
	char		netname[16];
	int			hand;

	qboolean	connected;			// a loadgame will leave valid entities that
									// just don't have a connection yet

	// values saved and restored from edicts when changing levels
	int			health;
	int			max_health;
	int			savedFlags;

	int			selected_item;
	int			inventory[MAX_ITEMS];

	// ammo capacities
	int			max_bullets;
	int			max_shells;
	int			max_rockets;
	int			max_grenades;
	int			max_cells;
	int			max_slugs;

	gitem_t		*weapon;
	gitem_t		*lastweapon;

	int			power_cubes;	// used for tracking the cubes in coop games
	int			score;			// for calculating total unit score in coop games

	int			game_helpchanged;
	int			helpchanged;

	qboolean	spectator;			// client is a spectator

//=========
//ROGUE
	int			max_tesla;
	int			max_prox;
	int			max_mines;
	int			max_flechettes;
#ifndef KILL_DISRUPTOR
	int			max_rounds;
#endif
//ROGUE
//=========
} client_persistant_t;

// client data that stays across deathmatch respawns
typedef struct
{
	client_persistant_t	coop_respawn;	// what to set client->pers to on a respawn
	int			enterframe;			// level.framenum the client entered the game
	int			score;				// frags, etc
	vec3_t		cmd_angles;			// angles sent over in the last command

	qboolean	spectator;			// client is a spectator
} client_respawn_t;

// this structure is cleared on each PutClientInServer(),
// except for 'client->pers'
struct gclient_t
{
	// known to server
	player_state_t	ps;				// communicated by server to clients
	int				ping;

	// private to game
	client_persistant_t	pers;
	client_respawn_t	resp;
	pmove_state_t		old_pmove;	// for detecting out-of-pmove changes

	qboolean	showscores;			// set layout stat
	qboolean	showinventory;		// set layout stat
	qboolean	showhelp;
	qboolean	showhelpicon;

	int			ammo_index;

	int			buttons;
	int			oldbuttons;
	int			latched_buttons;

	qboolean	weapon_thunk;

	gitem_t		*newweapon;

	// sum up damage over an entire frame, so
	// shotgun blasts give a single big kick
	int			damage_armor;		// damage absorbed by armor
	int			damage_parmor;		// damage absorbed by power armor
	int			damage_blood;		// damage taken out of health
	int			damage_knockback;	// impact damage
	vec3_t		damage_from;		// origin for vector calculation

	float		killer_yaw;			// when dead, look at killer

	weaponstate_t	weaponstate;
	vec3_t		kick_angles;	// weapon kicks
	vec3_t		kick_origin;
	float		v_dmg_roll, v_dmg_pitch, v_dmg_time;	// damage kicks
	float		fall_time, fall_value;		// for view drop on fall
	float		damage_alpha;
	float		bonus_alpha;
	vec3_t		damage_blend;
	vec3_t		v_angle;			// aiming direction
	float		bobtime;			// so off-ground doesn't change it
	vec3_t		oldviewangles;
	vec3_t		oldvelocity;

	float		next_drown_time;
	int			old_waterlevel;
	int			breather_sound;

	int			machinegun_shots;	// for weapon raising

	// animation vars
	int			anim_end;
	int			anim_priority;
	qboolean	anim_duck;
	qboolean	anim_run;

	// powerup timers
	float		quad_framenum;
	float		invincible_framenum;
	float		breather_framenum;
	float		enviro_framenum;

	qboolean	grenade_blew_up;
	float		grenade_time;
	int			silencer_shots;
	int			weapon_sound;

	float		pickup_msg_time;

	float		flood_locktill;		// locked from talking
	float		flood_when[10];		// when messages were said
	int			flood_whenhead;		// head pointer for when said

	float		respawn_time;		// can respawn when time > this

	edict_t		*chase_target;		// player we are chasing
	qboolean	update_chase;		// need to update chase info?

//=======
//ROGUE
	float		double_framenum;
	float		ir_framenum;
//	float		torch_framenum;
	float		nuke_framenum;
	float		tracker_pain_framenum;

	edict_t		*owned_sphere;		// this points to the player's sphere
//ROGUE
//=======
};


struct edict_t
{
	entity_state_t	s;
	gclient_t	*client;	// NULL if not a player
									// the server expects the first part
									// of gclient_s to be a player_state_t
									// but the rest of it is opaque

	qboolean	inuse;
	int			linkcount;

	// FIXME: move these fields to a server private sv_entity_t
	link_t		area;				// linked to a division node or leaf
	
	int			num_clusters;		// if -1, use headnode instead
	int			clusternums[MAX_ENT_CLUSTERS];
	int			headnode;			// unused if num_clusters != -1
	int			areanum, areanum2;

	//================================

	int			svflags;
	vec3_t		mins, maxs;
	vec3_t		absmin, absmax, size;
	solid_t		solid;
	int			clipmask;
	edict_t		*owner;


	// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
	// EXPECTS THE FIELDS IN THAT ORDER!

	//================================
	int			movetype;
	int			flags;

	char		*model;
	float		freetime;			// sv.time when the object was freed
	
	//
	// only used locally in game, not by server
	//
	char		*message;
	char		*classname;
	int			spawnflags;

	float		timestamp;

	float		angle;			// set in qe3, -1 = up, -2 = down
	char		*target;
	char		*targetname;
	char		*killtarget;
	char		*team;
	char		*pathtarget;
	char		*deathtarget;
	char		*combattarget;
	edict_t		*target_ent;

	float		speed, accel, decel;
	vec3_t		movedir;
	vec3_t		pos1, pos2;

	vec3_t		velocity;
	vec3_t		avelocity;
	int			mass;
	float		air_finished;
	float		gravity;		// per entity gravity multiplier (1.0 is normal)
								// use for lowgrav artifact, flares

	edict_t		*goalentity;
	edict_t		*movetarget;
	float		yaw_speed;
	float		ideal_yaw;

	float		nextthink;
	void		(*prethink) (edict_t *ent);
	void		(*think)(edict_t *self);
	void		(*blocked)(edict_t *self, edict_t *other);	//move to moveinfo?
	void		(*touch)(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
	void		(*use)(edict_t *self, edict_t *other, edict_t *activator);
	void		(*pain)(edict_t *self, edict_t *other, float kick, int damage);
	void		(*die)(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);

	float		touch_debounce_time;		// are all these legit?  do we need more/less of them?
	float		pain_debounce_time;
	float		damage_debounce_time;
	float		fly_sound_debounce_time;	//move to clientinfo
	float		last_move_time;

	int			health;
	int			max_health;
	int			gib_health;
	int			deadflag;
	qboolean	show_hostile;

	float		powerarmor_time;

	char		*map;			// target_changelevel

	int			viewheight;		// height above origin where eyesight is determined
	int			takedamage;
	int			dmg;
	int			radius_dmg;
	float		dmg_radius;
	int			sounds;			//make this a spawntemp var?
	int			count;

	edict_t		*chain;
	edict_t		*enemy;
	edict_t		*oldenemy;
	edict_t		*activator;
	edict_t		*groundentity;
	int			groundentity_linkcount;
	edict_t		*teamchain;
	edict_t		*teammaster;

	edict_t		*mynoise;		// can go in client only
	edict_t		*mynoise2;

	int			noise_index;
	int			noise_index2;
	float		volume;
	float		attenuation;

	// timing variables
	float		wait;
	float		delay;			// before firing targets
	float		random;

	float		teleport_time;

	int			watertype;
	int			waterlevel;

	vec3_t		move_origin;
	vec3_t		move_angles;

	// move this to clientinfo?
	int			light_level;

	int			style;			// also used as areaportal number

	gitem_t		*item;			// for bonus items

	// common data blocks
	moveinfo_t		moveinfo;
	monsterinfo_t	monsterinfo;

//=========
//ROGUE
	int			plat2flags;
	vec3_t		offset;
	vec3_t		gravityVector;
	edict_t		*bad_area;
	edict_t		*hint_chain;
	edict_t		*monster_hint_chain;
	edict_t		*target_hint_chain;
	int			hint_chain_id;
	// FIXME - debug help!
	float		lastMoveTime;
//ROGUE
//=========
};

//=============
//ROGUE
#define ROGUE_GRAVITY	1

#define SPHERE_DEFENDER			0x0001
#define SPHERE_HUNTER			0x0002
#define SPHERE_VENGEANCE		0x0004
#define SPHERE_DOPPLEGANGER		0x0100

#define SPHERE_TYPE				0x00FF
#define SPHERE_FLAGS			0xFF00

//
// deathmatch games
//
#define		RDM_TAG			2
#define		RDM_DEATHBALL	3

typedef struct dm_game_rs
{
	void		(*GameInit)(void);
	void		(*PostInitSetup)(void);
	void		(*ClientBegin) (edict_t *ent);
	void		(*SelectSpawnPoint) (edict_t *ent, vec3_t origin, vec3_t angles);
	void		(*PlayerDeath)(edict_t *targ, edict_t *inflictor, edict_t *attacker);
	void		(*Score)(edict_t *attacker, edict_t *victim, int scoreChange);
	void		(*PlayerEffects)(edict_t *ent);
	void		(*DogTag)(edict_t *ent, edict_t *killer, char **pic);
	void		(*PlayerDisconnect)(edict_t *ent);
	int			(*ChangeDamage)(edict_t *targ, edict_t *attacker, int damage, int mod);
	int			(*ChangeKnockback)(edict_t *targ, edict_t *attacker, int knockback, int mod);
	int			(*CheckDMRules)(void);
} dm_game_rt;

extern dm_game_rt	DMGame;

void Tag_GameInit (void);
void Tag_PostInitSetup (void);
void Tag_PlayerDeath (edict_t *targ, edict_t *inflictor, edict_t *attacker);
void Tag_Score (edict_t *attacker, edict_t *victim, int scoreChange);
void Tag_PlayerEffects (edict_t *ent);
void Tag_DogTag (edict_t *ent, edict_t *killer, char **pic);
void Tag_PlayerDisconnect (edict_t *ent);
int  Tag_ChangeDamage (edict_t *targ, edict_t *attacker, int damage, int mod);

void DBall_GameInit (void);
void DBall_ClientBegin (edict_t *ent);
void DBall_SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles);
int  DBall_ChangeKnockback (edict_t *targ, edict_t *attacker, int knockback, int mod);
int  DBall_ChangeDamage (edict_t *targ, edict_t *attacker, int damage, int mod);
void DBall_PostInitSetup (void);
int  DBall_CheckDMRules (void);
//void Tag_PlayerDeath (edict_t *targ, edict_t *inflictor, edict_t *attacker);
//void Tag_Score (edict_t *attacker, edict_t *victim, int scoreChange);
//void Tag_PlayerEffects (edict_t *ent);
//void Tag_DogTag (edict_t *ent, edict_t *killer, char **pic);
//void Tag_PlayerDisconnect (edict_t *ent);
//int  Tag_ChangeDamage (edict_t *targ, edict_t *attacker, int damage);

//ROGUE
//============