cnq3/code/game/bg_public.h
2016-12-17 20:43:04 -08:00

790 lines
22 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
// bg_public.h -- definitions shared by both the server game and client game modules
// because games can change separately from the main system version, we need a
// second version that must match between game and cgame
#define GAME_VERSION "cpma-1"
#define DEFAULT_GRAVITY 800
#define GIB_HEALTH -40
#define MAX_ITEMS 256
#define RANK_RED_LEADS 0
#define RANK_BLUE_LEADS 1
#define RANK_TEAMS_TIED 2
#define RANK_TIED_FLAG 0x4000
#define MAX_HITSCAN_RANGE 8192
#define DEFAULT_SHOTGUN_SPREAD 700
#define DEFAULT_SHOTGUN_COUNT 11
#define ITEM_RADIUS 15 // item sizes are needed for client side pickup detection
#define LIGHTNING_RANGE 768
#define SCORE_NOT_PRESENT -9999 // for the CS_SCORES[12] when only one player is present
#define VOTE_TIME 20000
#define DEFAULT_VIEWHEIGHT 26
#define CROUCH_VIEWHEIGHT 12
#define DEAD_VIEWHEIGHT -16
const enum {
WATERLEVEL_NONE = 0,
WATERLEVEL_SHALLOW, // playerMins.z < water < player.origin, i.e. from feet to mid-thigh
WATERLEVEL_DEEP, // player.origin < water < player.viewheight, i.e. from mid-thigh to eyes
WATERLEVEL_DROWN, // player.viewheight < water
};
// config strings are a general means of communicating variable length strings
// from the server to all connected clients.
// OSP
// Position scrambling
#define OSPAUTH_POSNHACK 0x01
// Auto-actions
#define ACTION_STATSDUMP 0x01
#define ACTION_SCREENSHOT 0x02
#define ACTION_RECORD 0x04
#define ACTION_MULTIVIEW 0x08
#define ACTION_PLAYERONLY 0x10
#define ACTION_FOLLOW_POWERUP 0x20
#define ACTION_FOLLOW_KILLER 0x40
// !OSP
// CS_SERVERINFO and CS_SYSTEMINFO are defined in q_shared.h
#define CS_MUSIC 2
#define CS_MESSAGE 3 // from the map worldspawn's message field
#define CS_MOTD 4 // g_motd string for server message of the day
#define CS_WARMUP 5 // server time when the match will be restarted
#define CS_SCORES1 6
#define CS_SCORES2 7
#define CS_VOTE_TIME 8
#define CS_VOTE_STRING 9
#define CS_VOTE_YES 10
#define CS_VOTE_NO 11
#define CS_TEAMVOTE_TIME 12
#define CS_TEAMVOTE_STRING 14
#define CS_TEAMVOTE_YES 16
#define CS_TEAMVOTE_NO 18
#define CS_GAME_VERSION 20
#define CS_LEVEL_START_TIME 21 // so the timer only shows the current level
#define CS_INTERMISSION 22 // when 1, fraglimit/timelimit has been hit and intermission will start in a second or two
#define CS_FLAGSTATUS 23 // string indicating flag status in CTF
#define CS_SHADERSTATE 24
#define CS_BOTINFO 25
#define CS_ITEMS 27 // string of 0's and 1's that tell which items are present
#define CS_MODELS 32
#define CS_SOUNDS (CS_MODELS+MAX_MODELS)
#define CS_PLAYERS (CS_SOUNDS+MAX_SOUNDS)
#define CS_LOCATIONS (CS_PLAYERS+MAX_CLIENTS)
// CPMA
#define CPMA_MAX_ARENAS 8
#define CPMA_MAX_CLASSES 8
enum {
// note: changing any of the CS_CPMA_ARENA_* values WILL fuck up old demos, so DON'T
CS_FIRST_CPMA = (CS_LOCATIONS + MAX_LOCATIONS),
CS_CPMA_ARENA_INFO = CS_FIRST_CPMA,
CS_CPMA_FIRST_FREE_BLOCK = (CS_CPMA_ARENA_INFO + CPMA_MAX_ARENAS),
CS_CPMA_ARENA_DYN = CS_FIRST_CPMA + 38,
CS_CPMA_ARENA_NAME = (CS_CPMA_ARENA_DYN + CPMA_MAX_ARENAS),
CS_CPMA_SECOND_FREE_BLOCK = (CS_CPMA_ARENA_NAME + CPMA_MAX_ARENAS),
CS_RATEMIN = CS_CPMA_SECOND_FREE_BLOCK,
CS_CPMA_CLASS_COUNT,
CS_CPMA_CLASS_INFO,
CS_LAST_CPMA = (CS_CPMA_CLASS_INFO + CPMA_MAX_CLASSES)
};
// !CPMA
// OSP custom confistrings
#define MAX_MOTD 8
#define MAX_MOTDLINE 60
#define MAX_CUSTOMGFX 16
#define DECAL_MAXCNT 32
enum {
CS_FIRST_OSP = (CS_FIRST_CPMA + 70),
CS_PROMODE = CS_FIRST_OSP,
CS_OBSOLETE_CUSTOMCLIENT, // truelightning/altgraphics allowances for clients
CS_OSP_UNUSED,
CS_OBSOLETE_PMOVE, // enhanced client sampling
CS_MXPKTSMIN, // Min maxpackets (0 = disabled)
CS_MXPKTSMAX, // Max maxpackets (0 = disabled)
CS_OBSOLETE_NUDGEMIN, // Min timenudge (0 = disabled)
CS_OBSOLETE_NUDGEMAX, // Max timenudge (0 = disabled)
CS_OSPINFO, // OSP version info
CS_OBSOLETE_BADLANDS, // Badlands mode enabled
CS_CUSTMOTD, // MOTD lines
CS_CUSTGFX = (CS_CUSTMOTD + MAX_MOTD), // Custom gfx specs
CS_DECALS = (CS_CUSTGFX + MAX_CUSTOMGFX), // Decal specs
CS_OSPAUTH = (CS_DECALS + DECAL_MAXCNT), // Position scrambling
CS_MAX
};
// rhea broke all the OSP CS id's in 99v1
#define CS_PARTICLES (CS_LOCATIONS+MAX_LOCATIONS)
#define OSP_PROMODE (CS_PARTICLES + MAX_LOCATIONS + 70) // Enable/disable promode
#define OSP_CUSTOMCLIENT (OSP_PROMODE + 1) // truelightning/algraphics allowances for clients
#define OSP_PMOVE (OSP_PROMODE + 3) // Enhanced client sampling
#define OSP_MXPKTSMIN (OSP_PROMODE + 4) // Min maxpackets (0 = disabled)
#define OSP_MXPKTSMAX (OSP_PROMODE + 5) // Max maxpackets (0 = disabled)
#define OSP_NUDGEMIN (OSP_PROMODE + 6) // Min timenudge (0 = disabled)
#define OSP_NUDGEMAX (OSP_PROMODE + 7) // Max timenudge (0 = disabled)
#define OSP_OSPINFO (OSP_PROMODE + 8) // OSP version info
#define OSP_BADLANDS (OSP_PROMODE + 9) // Badlands mode enabled
#define OSP_CUSTMOTD (OSP_PROMODE + 10) // MOTD lines
#define OSP_CUSTGFX (OSP_CUSTMOTD + MAX_MOTD) // Custom gfx specs
#define OSP_DECALS (OSP_CUSTGFX + MAX_CUSTOMGFX) // Decal specs
#define OSP_PSNAUTH (OSP_DECALS + DECAL_MAXCNT) // Position scrambling
#if (CS_LAST_CPMA > CS_FIRST_OSP)
#error CPMA and OSP configstrings overlap
#endif
#if (CS_MAX > MAX_CONFIGSTRINGS)
#error overflow: (CS_MAX > MAX_CONFIGSTRINGS)
#endif
typedef enum { GENDER_MALE, GENDER_FEMALE, GENDER_NEUTER } gender_t;
/*
===================================================================================
PMOVE MODULE
The pmove code takes a player_state_t and a usercmd_t and generates a new player_state_t
and some other output data. Used for local prediction on the client game and true
movement on the server game.
===================================================================================
*/
typedef enum {
PM_NORMAL, // can accelerate and turn
PM_NOCLIP, // noclip movement
PM_SPECTATOR, // still run into walls
PM_DEAD, // no acceleration or turning, but free falling
PM_FREEZE, // stuck in place with no control
PM_INTERMISSION, // no movement or status bar
PM_SPINTERMISSION, // no movement or status bar
PM_BLACKOUT, // CPMA no sight or sound
} pmtype_t;
typedef enum {
WEAPON_READY,
WEAPON_RAISING,
WEAPON_DROPPING,
WEAPON_FIRING
} weaponstate_t;
// pmove->pm_flags
// this is only a 16-bit var over the wire
#define PMF_DUCKED 1
#define PMF_JUMP_HELD 2
#define PMF_MVD 4 // CPMA recording/watching an MVD
#define PMF_BACKWARDS_JUMP 8 // go into backwards land
#define PMF_BACKWARDS_RUN 16 // coast down to backwards run
#define PMF_TIME_LAND 32 // pm_time is time before rejump
#define PMF_TIME_KNOCKBACK 64 // pm_time is an air-accelerate only time
#define PMF_TIME_WATERJUMP 256 // pm_time is waterjump
#define PMF_RESPAWNED 512 // clear after attack button comes up
#define PMF_USE_ITEM_HELD 1024
#define PMF_GRAPPLE_PULL 2048 // pull towards grapple location
#define PMF_FOLLOW 4096 // spectate following another player
#define PMF_SCOREBOARD 8192 // spectate as a scoreboard
#define PMF_INVULEXPAND 16384 // invulnerability sphere set to full size
#define PMF_CROUCHSLIDE 32768 // crouch slide CQ3
#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK)
extern const vec3_t playerMins, playerMaxs;
// if a full pmove isn't done on the client, you can just update the angles
void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd );
//===================================================================================
// player_state->stats[] indexes
// NOTE: may not have more than 16, and are only 16-bit over the wire
typedef enum {
STAT_HEALTH,
STAT_HOLDABLE_ITEM,
STAT_WEAPONS, // 16 bitfields
STAT_ARMOR,
STAT_DEAD_YAW, // look this direction when dead (FIXME: get rid of?)
STAT_CLIENTS_READY, // bit mask of clients wishing to exit the intermission (FIXME: configstring?)
STAT_MAX_HEALTH_UNUSED,
STAT_JUMPTIME, // CPM: for double-jump
STAT_DJUMPED, // CPM: for double-jump
STAT_ARMORTYPE, // CPM: for armortypes (green, yellow, red)
STAT_RAILTIME, // PMC fast rail timer, removed in 1.44. Back for 1.46
STAT_COOLDOWN, // CPM: for weapon cooldown to cut down on LG->RG cess
STAT_WEAPSWITCHED, // CPM: inflict a penalty cooldown after the first switch to sthing >MG
STAT_CLIENTS_ALIVE_00_15, // CPMA: for CA scoreboard - gay id code keeps breaking EF_DEAD/ET_INVISIBLE
STAT_CLIENTS_ALIVE_16_31, // CPMA: for CA scoreboard - gay id code keeps breaking EF_DEAD/ET_INVISIBLE
STAT_MVD_CLIENTMASK // 99x9a - now the client has true knowledge of available clients in an MVD
} statIndex_t;
// STAT_MVD_CLIENTMASK is the crucial one - moving it will break old demos
// but #if (STAT_MVD_CLIENTMASK != 15) doesn't friggin work because it's an enum not a define :/
// CPMA 1.2 this was a STAT, which is fucking RETARDED
#define G_MAX_HEALTH 100
// player_state->persistant[] indexes
// these fields are the only part of player_state that isn't
// cleared on respawn
// NOTE: may not have more than 16
typedef enum {
PERS_SCORE, // ! MUST NOT CHANGE, SERVER AND GAME BOTH REFERENCE !
PERS_HITS, // total points damage inflicted so damage beeps can sound on change
PERS_RANK, // player rank or team rank
PERS_TEAM, // player team
PERS_SPAWN_COUNT, // incremented every respawn
PERS_PLAYEREVENTS, // 16 bits that can be flipped for events
PERS_ATTACKER, // clientnum of last damage inflicter
// CPMA
PERS_ATTACKEE_ARMOR, // we don't use this gayness, but we'll keep the ordering the same
// !CPMA
PERS_KILLED, // count of the number of times you died
// player awards tracking
PERS_IMPRESSIVE_COUNT, // two railgun hits in a row
PERS_EXCELLENT_COUNT, // two successive kills in a short amount of time
PERS_DEFEND_COUNT, // defend awards
PERS_ASSIST_COUNT, // assist awards
PERS_GAUNTLET_FRAG_COUNT, // kills with the guantlet
PERS_CAPTURES // captures
} persEnum_t;
// entityState_t->eFlags
#define EF_DEAD 0x00000001 // don't draw a foe marker over players with EF_DEAD
#define EF_BACKPACK 0x00000002 // CPM: Backpack indicator bit
#define EF_TELEPORT_BIT 0x00000004 // toggled every time the origin abruptly changes
#define EF_AWARD_EXCELLENT 0x00000008 // draw an excellent sprite
#define EF_BOUNCE 0x00000010 // for missiles
#define EF_BOUNCE_HALF 0x00000020 // for missiles
#define EF_AWARD_GAUNTLET 0x00000040 // draw a gauntlet sprite
#define EF_NODRAW 0x00000080 // may have an event, but no model (unspawned items)
#define EF_FIRING 0x00000100 // for lightning gun
#define EF_MOVER_STOP 0x00000400 // will push otherwise
#define EF_AWARD_CAP 0x00000800 // draw the capture sprite
#define EF_TALK 0x00001000 // draw a talk balloon
#define EF_CONNECTION 0x00002000 // draw a connection trouble sprite
#define EF_AWARD_IMPRESSIVE 0x00008000 // draw an impressive sprite
#define EF_AWARD_DEFEND 0x00010000 // draw a defend sprite
#define EF_AWARD_ASSIST 0x00020000 // draw a assist sprite
#define EF_AWARD_DENIED 0x00040000 // denied
// CPMA
#define EF_AWARD_ALL (EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP)
//#define EF_KAMIKAZE 0x00000200
#define EF_FROZEN 0x00000200 // FTAG - player is frozen
#define EF_SLIDING 0x00004000 // crouchslide overload
//#define EF_VOTED 0x00004000 // already cast a vote
//#define EF_TEAMVOTED 0x00080000 // already cast a team vote
// overload a couple of bits for HM spawnpoints
#define EF_SPAWNPOINT_ACTIVE 0x00000001
#define EF_SPAWNPOINT_INACTIVE 0x00000002
// and again to indicate a locked flag in CTF
#define EF_FLAG_LOCKED 0x00000001
// NOTE: may not have more than 16
typedef enum {
PW_NONE,
PW_QUAD,
PW_BATTLESUIT,
PW_HASTE,
PW_INVIS,
PW_REGEN,
PW_FLIGHT,
PW_FLAGS,
PW_REDFLAG = PW_FLAGS,
PW_BLUEFLAG,
PW_NEUTRALFLAG, // TA shit, but needed for bot altroutes to work
PW_NUM_POWERUPS
} powerup_t;
#define PWF_CTF_FLAGS ((1 << PW_BLUEFLAG) | (1 << PW_REDFLAG))
typedef enum {
HI_NONE,
HI_TELEPORTER,
HI_MEDKIT,
HI_KAMIKAZE,
HI_PORTAL,
HI_INVULNERABILITY,
HI_NUM_HOLDABLE
} holdable_t;
typedef enum {
WP_NONE,
WP_GAUNTLET,
WP_MACHINEGUN,
WP_SHOTGUN,
WP_GRENADE_LAUNCHER,
WP_ROCKET_LAUNCHER,
WP_LIGHTNING,
WP_RAILGUN,
WP_PLASMAGUN,
WP_BFG,
WP_GRAPPLING_HOOK,
WP_NUM_WEAPONS
} weapon_t;
// reward sounds (stored in ps->persistant[PERS_PLAYEREVENTS])
#define PLAYEREVENT_DENIEDREWARD 0x0001
#define PLAYEREVENT_GAUNTLETREWARD 0x0002
#define PLAYEREVENT_HOLYSHIT 0x0004
// entityState_t->event values
// entity events are for effects that take place reletive
// to an existing entities origin. Very network efficient.
// two bits at the top of the entityState->event field
// will be incremented with each change in the event so
// that an identical event started twice in a row can
// be distinguished. And off the value with ~EV_EVENT_BITS
// to retrieve the actual event number
#define EV_EVENT_BIT1 0x00000100
#define EV_EVENT_BIT2 0x00000200
#define EV_EVENT_BITS (EV_EVENT_BIT1|EV_EVENT_BIT2)
typedef enum {
EV_NONE,
EV_FOOTSTEP,
EV_FOOTSTEP_METAL,
EV_FOOTSPLASH,
EV_FOOTWADE,
EV_SWIM,
EV_STEP_4,
EV_STEP_8,
EV_STEP_12,
EV_STEP_16,
EV_FALL_SHORT,
EV_FALL_MEDIUM,
EV_FALL_FAR,
EV_JUMP_PAD, // boing sound at origin, jump sound on player
EV_JUMP,
EV_WATER_TOUCH, // foot touches
EV_WATER_LEAVE, // foot leaves
EV_WATER_UNDER, // head touches
EV_WATER_CLEAR, // head leaves
EV_ITEM_PICKUP, // normal item pickups are predictable
EV_GLOBAL_ITEM_PICKUP, // powerup / team sounds are broadcast to everyone
EV_NOAMMO,
EV_CHANGE_WEAPON,
EV_FIRE_WEAPON,
EV_USE_ITEM0,
EV_USE_ITEM1,
EV_USE_ITEM2,
EV_USE_ITEM3,
EV_USE_ITEM4,
EV_USE_ITEM5,
EV_USE_ITEM6,
EV_USE_ITEM7,
EV_USE_ITEM8,
EV_USE_ITEM9,
EV_USE_ITEM10,
EV_USE_ITEM11,
EV_USE_ITEM12,
EV_USE_ITEM13,
EV_USE_ITEM14,
EV_USE_ITEM15,
EV_ITEM_RESPAWN,
EV_ITEM_POP,
EV_PLAYER_TELEPORT_IN,
EV_PLAYER_TELEPORT_OUT,
EV_GRENADE_BOUNCE, // eventParm will be the soundindex
EV_GENERAL_SOUND,
EV_GLOBAL_SOUND, // no attenuation
EV_GLOBAL_TEAM_SOUND,
EV_BULLET_HIT_FLESH,
EV_BULLET_HIT_WALL,
EV_MISSILE_HIT,
EV_MISSILE_MISS,
EV_MISSILE_MISS_METAL,
EV_RAILTRAIL,
EV_SHOTGUN,
EV_BULLET, // otherEntity is the shooter
EV_PAIN,
EV_DEATH1,
EV_DEATH2,
EV_DEATH3,
EV_OBITUARY,
EV_POWERUP_QUAD,
EV_POWERUP_BATTLESUIT,
EV_POWERUP_REGEN,
EV_GIB_PLAYER, // gib a previously living player
EV_SCOREPLUM, // score plum
EV_STEP, // CPMA parameterised step
EV_FIRE_GRAPPLE, // CPMA so offhand hook isn't silent
//#ifdef MISSIONPACK
EV_PROXIMITY_MINE_STICK,
EV_PROXIMITY_MINE_TRIGGER,
EV_KAMIKAZE, // kamikaze explodes
EV_OBELISKEXPLODE, // obelisk explodes
EV_OBELISKPAIN, // obelisk is in pain
EV_INVUL_IMPACT, // invulnerability sphere impact
EV_JUICED, // invulnerability juiced effect
EV_LIGHTNINGBOLT, // lightning bolt bounced of invulnerability sphere
//#endif
EV_DEBUG_LINE,
EV_STOPLOOPINGSOUND,
EV_TAUNT,
EV_TAUNT_YES,
EV_TAUNT_NO,
EV_TAUNT_FOLLOWME,
EV_TAUNT_GETFLAG,
EV_TAUNT_GUARDBASE,
EV_TAUNT_PATROL
} entity_event_t;
typedef enum {
GTS_RED_CAPTURE,
GTS_BLUE_CAPTURE,
GTS_RED_RETURN,
GTS_BLUE_RETURN,
GTS_RED_TAKEN,
GTS_BLUE_TAKEN,
GTS_REDTEAM_SCORED,
GTS_BLUETEAM_SCORED,
GTS_REDTEAM_TOOK_LEAD,
GTS_BLUETEAM_TOOK_LEAD,
GTS_TEAMS_ARE_TIED,
// CPMA
GTS_RED_WINS_ROUND,
GTS_BLUE_WINS_ROUND,
} global_team_sound_t;
// animations
typedef enum {
BOTH_DEATH1,
BOTH_DEAD1,
BOTH_DEATH2,
BOTH_DEAD2,
BOTH_DEATH3,
BOTH_DEAD3,
TORSO_GESTURE,
TORSO_ATTACK,
TORSO_ATTACK2,
TORSO_DROP,
TORSO_RAISE,
TORSO_STAND,
TORSO_STAND2,
LEGS_WALKCR,
LEGS_WALK,
LEGS_RUN,
LEGS_BACK,
LEGS_SWIM,
LEGS_JUMP,
LEGS_LAND,
LEGS_JUMPB,
LEGS_LANDB,
LEGS_IDLE,
LEGS_IDLECR,
LEGS_TURN,
TORSO_GETFLAG,
TORSO_GUARDBASE,
TORSO_PATROL,
TORSO_FOLLOWME,
TORSO_AFFIRMATIVE,
TORSO_NEGATIVE,
MAX_ANIMATIONS,
LEGS_BACKCR,
LEGS_BACKWALK,
FLAG_RUN,
FLAG_STAND,
FLAG_STAND2RUN,
MAX_TOTALANIMATIONS
} animNumber_t;
typedef struct animation_s {
int firstFrame;
int numFrames;
int loopFrames; // 0 to numFrames
int frameLerp; // msec between frames
int initialLerp; // msec to get to first frame
int reversed; // true if animation is reversed
int flipflop; // true if animation should flipflop back to base
} animation_t;
// flip the togglebit every time an animation
// changes so a restart of the same anim can be detected
#define ANIM_TOGGLEBIT 128
typedef enum {
TEAM_FREE,
TEAM_RED,
TEAM_BLUE,
TEAM_SPECTATOR,
TEAM_NUM_TEAMS
} team_t;
// Time between location updates
#define TEAM_LOCATION_UPDATE_TIME 1000
// How many players on the overlay
#define TEAM_MAXOVERLAY 32
// means of death
typedef enum {
MOD_UNKNOWN,
MOD_SHOTGUN,
MOD_GAUNTLET,
MOD_MACHINEGUN,
MOD_GRENADE,
MOD_GRENADE_SPLASH,
MOD_ROCKET,
MOD_ROCKET_SPLASH,
MOD_PLASMA,
MOD_PLASMA_SPLASH,
MOD_RAILGUN,
MOD_LIGHTNING,
MOD_BFG,
MOD_BFG_SPLASH,
MOD_WATER,
MOD_SLIME,
MOD_LAVA,
MOD_CRUSH,
MOD_TELEFRAG,
MOD_FALLING,
MOD_SUICIDE,
MOD_TARGET_LASER,
MOD_TRIGGER_HURT,
MOD_GRAPPLE,
MOD_SWITCHTEAM, // OSP
MOD_THAW, // CPMA FTAG
} meansOfDeath_t;
//---------------------------------------------------------
// gitem_t->type
typedef enum {
IT_BAD,
IT_WEAPON, // EFX: rotate + upscale + minlight
IT_AMMO, // EFX: rotate
IT_ARMOR, // EFX: rotate + minlight
IT_HEALTH, // EFX: static external sphere + rotating internal
IT_POWERUP, // instant on, timer based
// EFX: rotate + external ring that rotates
IT_HOLDABLE, // single use, holdable item
// EFX: rotate + bob
IT_PERSISTANT_POWERUP,
IT_TEAM,
} itemType_t;
#define MAX_ITEM_MODELS 4
typedef struct gitem_s {
char *classname; // spawning name
char *pickup_sound;
char *world_model[MAX_ITEM_MODELS];
char *icon;
char *pickup_name; // for printing on pickup
int quantity; // for ammo how much, or duration of powerup
itemType_t giType; // IT_* flags
int giTag;
char *precaches; // string of all models and images this item will use
char *sounds; // string of all sounds this item will use
} gitem_t;
// included in both the game dll and the client
extern const gitem_t bg_itemlist[];
extern int bg_numItems;
const gitem_t* BG_FindItem( const char *pickupName );
const gitem_t* BG_FindItemForWeapon( weapon_t weapon );
const gitem_t* BG_FindItemForPowerup( powerup_t pw );
const gitem_t* BG_FindItemForHoldable( holdable_t pw );
#define ITEM_INDEX(x) ((x)-bg_itemlist)
// content masks
#define MASK_ALL (-1)
#define MASK_SOLID (CONTENTS_SOLID)
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY)
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP)
#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE)
//
// entityState_t->eType
//
typedef enum {
ET_GENERAL,
ET_PLAYER,
ET_ITEM,
ET_MISSILE,
ET_MOVER,
ET_BEAM,
ET_PORTAL,
ET_SPEAKER,
ET_PUSH_TRIGGER,
ET_TELEPORT_TRIGGER,
ET_INVISIBLE,
ET_GRAPPLE, // grapple hooked on wall
ET_TEAM,
ET_EVENTS, // any of the EV_* events can be added freestanding
// by setting eType to ET_EVENTS + eventNum
// this avoids having to set eFlags and eventNum
ET_NUM_ETYPES
} entityType_t;
void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result );
void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result );
void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );
//void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad );
void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
unsigned int CreateMunge( const unsigned int base, const char* key );
#define ARENAS_PER_TIER 4
#define MAX_ARENAS 1024
#define MAX_ARENAS_TEXT 8192
#define MAX_BOTS 1024
#define MAX_BOTS_TEXT 8192
// !! careful - there are some awkward dependencies here since C doesn't let you forward-reference
#include "../game/bg_cpma.h"
#define MAXTOUCH 32
typedef struct {
// state (in / out)
playerState_t *ps;
// command (in)
usercmd_t cmd;
int tracemask; // collide against these types of surfaces
int debugLevel; // if set, diagnostic output will be printed
qboolean noFootsteps; // if the game is setup for no footsteps by the server
qboolean gauntletHit; // true if a gauntlet attack would actually hit something
int framecount;
// results (out)
int numtouch;
int touchents[MAXTOUCH];
vec3_t mins, maxs; // bounding box size
int watertype;
int waterlevel;
float xyspeed;
// callbacks to test the world
// these will be different functions during game and cgame
void (*trace)( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask );
int (*pointcontents)( const vec3_t point, int passEntityNum );
// CPMA
// rather than flooding the pathetic event buffer with EV_STEPs
// that are ignored by the server anyway, we just need the desired delta when we return from pmove
// so that predicting clients can smooth their way up steps.
// as it happens, this produces better results anyway, since it has pixel accuracy
// whereas EV_STEP uses 4-pixel chunks. owned, and owned again. :)
int evstepHack;
const float* gpvars;
const CPMA_ClassInfo* pClass; // NTF physics depend on the class rather than the core gameplay rules
int arenaflags;
int promode;
// !CPMA
} pmove_t;
void Pmove( pmove_t* pmove, const CPMA_ArenaInfo* pArena );
qboolean BG_PlayerTouchesItem( const CPMA_ArenaInfo* pArena, const playerState_t* ps, const entityState_t* item, int atTime );
#include "../game/bg_promode.h"