jedi-academy/code/game/wp_saber.h

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#ifndef __WP_SABER_H
#define __WP_SABER_H
#define ARMOR_EFFECT_TIME 500
#define JSF_AMBUSH 16 //ambusher Jedi
//saberEventFlags
#define SEF_HITENEMY 0x1 //Hit the enemy
#define SEF_HITOBJECT 0x2 //Hit some other object
#define SEF_HITWALL 0x4 //Hit a wall
#define SEF_PARRIED 0x8 //Parried a saber swipe
#define SEF_DEFLECTED 0x10 //Deflected a missile or saberInFlight
#define SEF_BLOCKED 0x20 //Was blocked by a parry
#define SEF_EVENTS (SEF_HITENEMY|SEF_HITOBJECT|SEF_HITWALL|SEF_PARRIED|SEF_DEFLECTED|SEF_BLOCKED)
#define SEF_LOCKED 0x40 //Sabers locked with someone else
#define SEF_INWATER 0x80 //Saber is in water
#define SEF_LOCK_WON 0x100 //Won a saberLock
//saberEntityState
#define SES_LEAVING 1
#define SES_HOVERING 2
#define SES_RETURNING 3
#define SABER_EXTRAPOLATE_DIST 16.0f
#define SABER_MAX_DIST 400.0f
#define SABER_MAX_DIST_SQUARED (SABER_MAX_DIST*SABER_MAX_DIST)
#define FORCE_POWER_MAX 100
#define SABER_REFLECT_MISSILE_CONE 0.2f
#define SABER_RADIUS_STANDARD 3.0f
#define SABER_LOCK_TIME 10000
#define SABER_LOCK_DELAYED_TIME 9500
typedef enum
{
LOCK_VICTORY = 0,//one side won
LOCK_STALEMATE,//neither side won
LOCK_DRAW//both people fall back
} saberLockResult_t;
typedef enum
{
LOCK_FIRST = 0,
LOCK_TOP = LOCK_FIRST,
LOCK_DIAG_TR,
LOCK_DIAG_TL,
LOCK_DIAG_BR,
LOCK_DIAG_BL,
LOCK_R,
LOCK_L,
LOCK_RANDOM,
LOCK_KYLE_GRAB1,
LOCK_KYLE_GRAB2,
LOCK_KYLE_GRAB3,
LOCK_FORCE_DRAIN
} sabersLockMode_t;
enum
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{
SABERLOCK_TOP,
SABERLOCK_SIDE,
SABERLOCK_LOCK,
SABERLOCK_BREAK,
SABERLOCK_SUPERBREAK,
SABERLOCK_WIN,
SABERLOCK_LOSE
};
enum
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{
DIR_RIGHT,
DIR_LEFT,
DIR_FRONT,
DIR_BACK
};
#define FORCE_LIGHTSIDE 1
#define FORCE_DARKSIDE 2
#define MAX_FORCE_HEAL_HARD 25
#define MAX_FORCE_HEAL_MEDIUM 50
#define MAX_FORCE_HEAL_EASY 75
#define FORCE_HEAL_INTERVAL 200//FIXME: maybe level 1 is slower or level 2 is faster?
#define FORCE_GRIP_3_MIN_DIST 128.0f
#define FORCE_GRIP_3_MAX_DIST 256.0f
#define FORCE_GRIP_DIST 512.0f//FIXME: vary by power level?
#define FORCE_GRIP_DIST_SQUARED (FORCE_GRIP_DIST*FORCE_GRIP_DIST)
#define FORCE_DRAIN_DIST 64.0f//FIXME: vary by power level?
#define FORCE_DRAIN_DIST_SQUARED (FORCE_DRAIN_DIST*FORCE_DRAIN_DIST)
#define MAX_DRAIN_DISTANCE 512
#define MIN_SABERBLADE_DRAW_LENGTH 0.5f
#define STAFF_KICK_RANGE 16
#define JUMP_OFF_WALL_SPEED 200.0f
#define FORCE_LONG_LEAP_SPEED 475.0f//300
//#define DUAL_SPIN_PROTECT_POWER 50 //power required to do the dual spin attack
//#define SINGLE_SPECIAL_POWER 20 //power required to do the single saber special attacks
#define SABER_ALT_ATTACK_POWER 50//75?
#define SABER_ALT_ATTACK_POWER_LR 10//30?
#define SABER_ALT_ATTACK_POWER_FB 25//30/50?
#define FORCE_LONGJUMP_POWER 20
#define WALL_RUN_UP_BACKFLIP_SPEED -150.0f//was -300.0f
#define MAX_WALL_RUN_Z_NORMAL 0.4f//was 0.0f
#define PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME 4000 //player stays down after a knockdown for 4 whole seconds before automatically doing one of the slow get-ups
#define MAX_WALL_GRAB_SLOPE 0.2f
//"Matrix" effect flags
#define MEF_NO_TIMESCALE 0x000001 //no timescale
#define MEF_NO_VERTBOB 0x000002 //no vert bob
#define MEF_NO_SPIN 0x000004 //no spin
#define MEF_NO_RANGEVAR 0x000008 //no camera range variation
#define MEF_HIT_GROUND_STOP 0x000010 //stop effect when subject hits the ground
#define MEF_REVERSE_SPIN 0x000020 //spin counter-clockwise instead of clockwise
#define MEF_MULTI_SPIN 0x000040 //spin once every second, until the effect stops
#define MEF_LOOK_AT_ENEMY 0x000200
#define SABER_PITCH_HACK 90
extern float forceJumpStrength[];
extern float forceJumpHeight[];
extern float forceJumpHeightMax[];
extern float forcePushPullRadius[];
extern void ForceSpeed( gentity_t *self, int duration = 0 );
extern float forceSpeedValue[];
extern float forceSpeedRangeMod[];
extern float forceSpeedFOVMod[];
extern char *saberColorStringForColor[];
#define FORCE_SPEED_DURATION 10000.0f
#define FORCE_RAGE_DURATION 10000.0f
#define MASK_FORCE_PUSH (MASK_OPAQUE|CONTENTS_SOLID)
enum
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{
FORCE_LEVEL_0,
FORCE_LEVEL_1,
FORCE_LEVEL_2,
FORCE_LEVEL_3,
NUM_FORCE_POWER_LEVELS
};
#define FORCE_LEVEL_4 (FORCE_LEVEL_3+1)
#define FORCE_LEVEL_5 (FORCE_LEVEL_4+1)
enum
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{
FJ_FORWARD,
FJ_BACKWARD,
FJ_RIGHT,
FJ_LEFT,
FJ_UP
};
#define FORCE_JUMP_CHARGE_TIME 1000.0f //Force jump reaches maximum power in one second
#define FORCE_POWERS_ROSH_FROM_TWINS ((1<<FP_SPEED)|(1<<FP_GRIP)|(1<<FP_RAGE)|(1<<FP_SABERTHROW))
extern void WP_InitForcePowers( gentity_t *ent );
extern int WP_GetVelocityForForceJump( gentity_t *self, vec3_t jumpVel, usercmd_t *ucmd );
extern int WP_SaberInitBladeData( gentity_t *ent );
extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel, int boltNum, int weaponNum );
extern void WP_SaberAddG2SaberModels( gentity_t *ent, int specificSaberNum = -1 );
extern qboolean WP_SaberParseParms( const char *SaberName, saberInfo_t *saber, qboolean setColors = qtrue );
extern qboolean WP_BreakSaber( gentity_t *ent, const char *surfName, saberType_t saberType = SABER_NONE );
extern void ForceThrow( gentity_t *self, qboolean pull, qboolean fake = qfalse );
extern qboolean G_GetHitLocFromSurfName( gentity_t *ent, const char *surfName, int *hitLoc, vec3_t point, vec3_t dir, vec3_t bladeDir, int mod, saberType_t saberType = SABER_NONE );
extern qboolean G_CheckEnemyPresence( gentity_t *ent, int dir, float radius, float tolerance = 0.75f );
extern void WP_SaberFreeStrings( saberInfo_t &saber );
extern qboolean G_EnoughPowerForSpecialMove( int forcePower, int cost, qboolean kataMove = qfalse );
extern void G_DrainPowerForSpecialMove( gentity_t *self, forcePowers_t fp, int cost, qboolean kataMove = qfalse );
extern int G_CostForSpecialMove( int cost, qboolean kataMove = qfalse );
extern gentity_t *G_DropSaberItem( const char *saberType, saber_colors_t saberColor, vec3_t saberPos, vec3_t saberVel, vec3_t saberAngles, gentity_t *copySaber = NULL );
typedef enum
{
EVASION_NONE = 0,
EVASION_PARRY,
EVASION_DUCK_PARRY,
EVASION_JUMP_PARRY,
EVASION_DODGE,
EVASION_JUMP,
EVASION_DUCK,
EVASION_FJUMP,
EVASION_CARTWHEEL,
EVASION_OTHER,
NUM_EVASION_TYPES
} evasionType_t;
typedef enum
{
SWING_FAST,
SWING_MEDIUM,
SWING_STRONG
} swingType_t;
// Okay, here lies the much-dreaded Pat-created FSM movement chart... Heretic II strikes again!
// Why am I inflicting this on you? Well, it's better than hardcoded states.
// Ideally this will be replaced with an external file or more sophisticated move-picker
// once the game gets out of prototype stage. <- HAHA!
#ifdef LS_NONE
#undef LS_NONE
#endif
typedef enum {
// Invalid, or saber not armed
LS_INVALID = -1,
LS_NONE = 0,
// General movements with saber
LS_READY,
LS_DRAW,
LS_PUTAWAY,
// Attacks
LS_A_TL2BR,//4
LS_A_L2R,
LS_A_BL2TR,
LS_A_BR2TL,
LS_A_R2L,
LS_A_TR2BL,
LS_A_T2B,
LS_A_BACKSTAB,
LS_A_BACK,
LS_A_BACK_CR,
LS_ROLL_STAB,
LS_A_LUNGE,
LS_A_JUMP_T__B_,
LS_A_FLIP_STAB,
LS_A_FLIP_SLASH,
LS_JUMPATTACK_DUAL,
LS_JUMPATTACK_ARIAL_LEFT,
LS_JUMPATTACK_ARIAL_RIGHT,
LS_JUMPATTACK_CART_LEFT,
LS_JUMPATTACK_CART_RIGHT,
LS_JUMPATTACK_STAFF_LEFT,
LS_JUMPATTACK_STAFF_RIGHT,
LS_BUTTERFLY_LEFT,
LS_BUTTERFLY_RIGHT,
LS_A_BACKFLIP_ATK,
LS_SPINATTACK_DUAL,
LS_SPINATTACK,
LS_LEAP_ATTACK,
LS_SWOOP_ATTACK_RIGHT,
LS_SWOOP_ATTACK_LEFT,
LS_TAUNTAUN_ATTACK_RIGHT,
LS_TAUNTAUN_ATTACK_LEFT,
LS_KICK_F,
LS_KICK_B,
LS_KICK_R,
LS_KICK_L,
LS_KICK_S,
LS_KICK_BF,
LS_KICK_RL,
LS_KICK_F_AIR,
LS_KICK_B_AIR,
LS_KICK_R_AIR,
LS_KICK_L_AIR,
LS_STABDOWN,
LS_STABDOWN_STAFF,
LS_STABDOWN_DUAL,
LS_DUAL_SPIN_PROTECT,
LS_STAFF_SOULCAL,
LS_A1_SPECIAL,
LS_A2_SPECIAL,
LS_A3_SPECIAL,
LS_UPSIDE_DOWN_ATTACK,
LS_PULL_ATTACK_STAB,
LS_PULL_ATTACK_SWING,
LS_SPINATTACK_ALORA,
LS_DUAL_FB,
LS_DUAL_LR,
LS_HILT_BASH,
//starts
LS_S_TL2BR,//26
LS_S_L2R,
LS_S_BL2TR,//# Start of attack chaining to SLASH LR2UL
LS_S_BR2TL,//# Start of attack chaining to SLASH LR2UL
LS_S_R2L,
LS_S_TR2BL,
LS_S_T2B,
//returns
LS_R_TL2BR,//33
LS_R_L2R,
LS_R_BL2TR,
LS_R_BR2TL,
LS_R_R2L,
LS_R_TR2BL,
LS_R_T2B,
//transitions
LS_T1_BR__R,//40
LS_T1_BR_TR,
LS_T1_BR_T_,
LS_T1_BR_TL,
LS_T1_BR__L,
LS_T1_BR_BL,
LS_T1__R_BR,//46
LS_T1__R_TR,
LS_T1__R_T_,
LS_T1__R_TL,
LS_T1__R__L,
LS_T1__R_BL,
LS_T1_TR_BR,//52
LS_T1_TR__R,
LS_T1_TR_T_,
LS_T1_TR_TL,
LS_T1_TR__L,
LS_T1_TR_BL,
LS_T1_T__BR,//58
LS_T1_T___R,
LS_T1_T__TR,
LS_T1_T__TL,
LS_T1_T___L,
LS_T1_T__BL,
LS_T1_TL_BR,//64
LS_T1_TL__R,
LS_T1_TL_TR,
LS_T1_TL_T_,
LS_T1_TL__L,
LS_T1_TL_BL,
LS_T1__L_BR,//70
LS_T1__L__R,
LS_T1__L_TR,
LS_T1__L_T_,
LS_T1__L_TL,
LS_T1__L_BL,
LS_T1_BL_BR,//76
LS_T1_BL__R,
LS_T1_BL_TR,
LS_T1_BL_T_,
LS_T1_BL_TL,
LS_T1_BL__L,
//Bounces
LS_B1_BR,
LS_B1__R,
LS_B1_TR,
LS_B1_T_,
LS_B1_TL,
LS_B1__L,
LS_B1_BL,
//Deflected attacks
LS_D1_BR,
LS_D1__R,
LS_D1_TR,
LS_D1_T_,
LS_D1_TL,
LS_D1__L,
LS_D1_BL,
LS_D1_B_,
//Reflected attacks
LS_V1_BR,
LS_V1__R,
LS_V1_TR,
LS_V1_T_,
LS_V1_TL,
LS_V1__L,
LS_V1_BL,
LS_V1_B_,
// Broken parries
LS_H1_T_,//
LS_H1_TR,
LS_H1_TL,
LS_H1_BR,
LS_H1_B_,
LS_H1_BL,
// Knockaways
LS_K1_T_,//
LS_K1_TR,
LS_K1_TL,
LS_K1_BR,
LS_K1_BL,
// Parries
LS_PARRY_UP,//
LS_PARRY_UR,
LS_PARRY_UL,
LS_PARRY_LR,
LS_PARRY_LL,
// Projectile Reflections
LS_REFLECT_UP,//
LS_REFLECT_UR,
LS_REFLECT_UL,
LS_REFLECT_LR,
LS_REFLECT_LL,
LS_MOVE_MAX//
} saberMoveName_t;
void PM_SetSaberMove(saberMoveName_t newMove);
typedef enum {
Q_BR,
Q_R,
Q_TR,
Q_T,
Q_TL,
Q_L,
Q_BL,
Q_B,
Q_NUM_QUADS
} saberQuadrant_t;
typedef struct
{
char *name;
int animToUse;
int startQuad;
int endQuad;
unsigned animSetFlags;
int blendTime;
int blocking;
saberMoveName_t chain_idle; // What move to call if the attack button is not pressed at the end of this anim
saberMoveName_t chain_attack; // What move to call if the attack button (and nothing else) is pressed
qboolean trailLength;
} saberMoveData_t;
extern saberMoveData_t saberMoveData[LS_MOVE_MAX];
#endif // __WP_SABER_H