mirror of
https://github.com/ioquake/ioq3.git
synced 2024-11-10 15:21:35 +00:00
738 lines
19 KiB
C
738 lines
19 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
|
|
This file is part of Quake III Arena source code.
|
|
|
|
Quake III Arena source code is free software; you can redistribute it
|
|
and/or modify it under the terms of the GNU General Public License as
|
|
published by the Free Software Foundation; either version 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
Quake III Arena source code is distributed in the hope that it will be
|
|
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Foobar; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
//
|
|
// 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 "baseq3-1"
|
|
|
|
#define DEFAULT_GRAVITY 800
|
|
#define GIB_HEALTH -40
|
|
#define ARMOR_PROTECTION 0.66
|
|
|
|
#define MAX_ITEMS 256
|
|
|
|
#define RANK_TIED_FLAG 0x4000
|
|
|
|
#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 30000 // 30 seconds before vote times out
|
|
|
|
#define MINS_Z -24
|
|
#define DEFAULT_VIEWHEIGHT 26
|
|
#define CROUCH_VIEWHEIGHT 12
|
|
#define DEAD_VIEWHEIGHT -16
|
|
|
|
//
|
|
// config strings are a general means of communicating variable length strings
|
|
// from the server to all connected clients.
|
|
//
|
|
|
|
// 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)
|
|
#define CS_PARTICLES (CS_LOCATIONS+MAX_LOCATIONS)
|
|
|
|
#define CS_MAX (CS_PARTICLES+MAX_LOCATIONS)
|
|
|
|
#if (CS_MAX) > MAX_CONFIGSTRINGS
|
|
#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS
|
|
#endif
|
|
|
|
typedef enum {
|
|
GT_FFA, // free for all
|
|
GT_TOURNAMENT, // one on one tournament
|
|
GT_SINGLE_PLAYER, // single player ffa
|
|
|
|
//-- team games go after this --
|
|
|
|
GT_TEAM, // team deathmatch
|
|
GT_CTF, // capture the flag
|
|
GT_1FCTF,
|
|
GT_OBELISK,
|
|
GT_HARVESTER,
|
|
GT_MAX_GAME_TYPE
|
|
} gametype_t;
|
|
|
|
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
|
|
} pmtype_t;
|
|
|
|
typedef enum {
|
|
WEAPON_READY,
|
|
WEAPON_RAISING,
|
|
WEAPON_DROPPING,
|
|
WEAPON_FIRING
|
|
} weaponstate_t;
|
|
|
|
// pmove->pm_flags
|
|
#define PMF_DUCKED 1
|
|
#define PMF_JUMP_HELD 2
|
|
#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 and jump buttons come 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_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK)
|
|
|
|
#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;
|
|
|
|
// for fixed msec Pmove
|
|
int pmove_fixed;
|
|
int pmove_msec;
|
|
|
|
// 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 );
|
|
} pmove_t;
|
|
|
|
// 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 );
|
|
void Pmove (pmove_t *pmove);
|
|
|
|
//===================================================================================
|
|
|
|
|
|
// player_state->stats[] indexes
|
|
// NOTE: may not have more than 16
|
|
typedef enum {
|
|
STAT_HEALTH,
|
|
STAT_HOLDABLE_ITEM,
|
|
#ifdef MISSIONPACK
|
|
STAT_PERSISTANT_POWERUP,
|
|
#endif
|
|
STAT_WEAPONS, // 16 bit fields
|
|
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 // health / armor limit, changable by handicap
|
|
} statIndex_t;
|
|
|
|
|
|
// 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
|
|
PERS_ATTACKEE_ARMOR, // health/armor of last person we attacked
|
|
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
|
|
#ifdef MISSIONPACK
|
|
#define EF_TICKING 0x00000002 // used to make players play the prox mine ticking sound
|
|
#endif
|
|
#define EF_TELEPORT_BIT 0x00000004 // toggled every time the origin abruptly changes
|
|
#define EF_AWARD_EXCELLENT 0x00000008 // draw an excellent sprite
|
|
#define EF_PLAYER_EVENT 0x00000010
|
|
#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_KAMIKAZE 0x00000200
|
|
#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_VOTED 0x00004000 // already cast a vote
|
|
#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
|
|
#define EF_TEAMVOTED 0x00080000 // already cast a team vote
|
|
|
|
// NOTE: may not have more than 16
|
|
typedef enum {
|
|
PW_NONE,
|
|
|
|
PW_QUAD,
|
|
PW_BATTLESUIT,
|
|
PW_HASTE,
|
|
PW_INVIS,
|
|
PW_REGEN,
|
|
PW_FLIGHT,
|
|
|
|
PW_REDFLAG,
|
|
PW_BLUEFLAG,
|
|
PW_NEUTRALFLAG,
|
|
|
|
PW_SCOUT,
|
|
PW_GUARD,
|
|
PW_DOUBLER,
|
|
PW_AMMOREGEN,
|
|
PW_INVULNERABILITY,
|
|
|
|
PW_NUM_POWERUPS
|
|
|
|
} powerup_t;
|
|
|
|
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,
|
|
#ifdef MISSIONPACK
|
|
WP_NAILGUN,
|
|
WP_PROX_LAUNCHER,
|
|
WP_CHAINGUN,
|
|
#endif
|
|
|
|
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)
|
|
|
|
#define EVENT_VALID_MSEC 300
|
|
|
|
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
|
|
|
|
//#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_REDOBELISK_ATTACKED,
|
|
GTS_BLUEOBELISK_ATTACKED,
|
|
GTS_REDTEAM_SCORED,
|
|
GTS_BLUETEAM_SCORED,
|
|
GTS_REDTEAM_TOOK_LEAD,
|
|
GTS_BLUETEAM_TOOK_LEAD,
|
|
GTS_TEAMS_ARE_TIED,
|
|
GTS_KAMIKAZE
|
|
} 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
|
|
|
|
//team task
|
|
typedef enum {
|
|
TEAMTASK_NONE,
|
|
TEAMTASK_OFFENSE,
|
|
TEAMTASK_DEFENSE,
|
|
TEAMTASK_PATROL,
|
|
TEAMTASK_FOLLOW,
|
|
TEAMTASK_RETRIEVE,
|
|
TEAMTASK_ESCORT,
|
|
TEAMTASK_CAMP
|
|
} teamtask_t;
|
|
|
|
// 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,
|
|
#ifdef MISSIONPACK
|
|
MOD_NAIL,
|
|
MOD_CHAINGUN,
|
|
MOD_PROXIMITY_MINE,
|
|
MOD_KAMIKAZE,
|
|
MOD_JUICED,
|
|
#endif
|
|
MOD_GRAPPLE
|
|
} 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 gitem_t bg_itemlist[];
|
|
extern int bg_numItems;
|
|
|
|
gitem_t *BG_FindItem( const char *pickupName );
|
|
gitem_t *BG_FindItemForWeapon( weapon_t weapon );
|
|
gitem_t *BG_FindItemForPowerup( powerup_t pw );
|
|
gitem_t *BG_FindItemForHoldable( holdable_t pw );
|
|
#define ITEM_INDEX(x) ((x)-bg_itemlist)
|
|
|
|
qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps );
|
|
|
|
|
|
// g_dmflags->integer flags
|
|
#define DF_NO_FALLING 8
|
|
#define DF_FIXED_FOV 16
|
|
#define DF_NO_FOOTSTEPS 32
|
|
|
|
// 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
|
|
} 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 );
|
|
void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap );
|
|
|
|
qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
|
|
|
|
|
|
#define ARENAS_PER_TIER 4
|
|
#define MAX_ARENAS 1024
|
|
#define MAX_ARENAS_TEXT 8192
|
|
|
|
#define MAX_BOTS 1024
|
|
#define MAX_BOTS_TEXT 8192
|
|
|
|
|
|
// Kamikaze
|
|
|
|
// 1st shockwave times
|
|
#define KAMI_SHOCKWAVE_STARTTIME 0
|
|
#define KAMI_SHOCKWAVEFADE_STARTTIME 1500
|
|
#define KAMI_SHOCKWAVE_ENDTIME 2000
|
|
// explosion/implosion times
|
|
#define KAMI_EXPLODE_STARTTIME 250
|
|
#define KAMI_IMPLODE_STARTTIME 2000
|
|
#define KAMI_IMPLODE_ENDTIME 2250
|
|
// 2nd shockwave times
|
|
#define KAMI_SHOCKWAVE2_STARTTIME 2000
|
|
#define KAMI_SHOCKWAVE2FADE_STARTTIME 2500
|
|
#define KAMI_SHOCKWAVE2_ENDTIME 3000
|
|
// radius of the models without scaling
|
|
#define KAMI_SHOCKWAVEMODEL_RADIUS 88
|
|
#define KAMI_BOOMSPHEREMODEL_RADIUS 72
|
|
// maximum radius of the models during the effect
|
|
#define KAMI_SHOCKWAVE_MAXRADIUS 1320
|
|
#define KAMI_BOOMSPHERE_MAXRADIUS 720
|
|
#define KAMI_SHOCKWAVE2_MAXRADIUS 704
|
|
|