// 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 #ifndef __BG_PUBLIC_H__ #define __BG_PUBLIC_H__ #include "bg_weapons.h" #include "anims.h" #include "bg_vehicles.h" //these two defs are shared now because we do clientside ent parsing #define MAX_SPAWN_VARS 64 #define MAX_SPAWN_VARS_CHARS 4096 #define GAME_VERSION "basejka-1" #define STEPSIZE 18 #define DEFAULT_GRAVITY 800 #define GIB_HEALTH -40 #define ARMOR_PROTECTION 0.50 // Shields only stop 50% of armor-piercing dmg #define ARMOR_REDUCTION_FACTOR 0.50 // Certain damage doesn't take off armor as efficiently #define JUMP_VELOCITY 225//270 #define MAX_ITEMS 256 #define RANK_TIED_FLAG 0x4000 #define ITEM_RADIUS 15 // item sizes are needed for client side pickup detection #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 DEFAULT_MINS_2 -24 #define DEFAULT_MAXS_2 40 #define CROUCH_MAXS_2 16 #define STANDARD_VIEWHEIGHT_OFFSET -4 #define MINS_Z -24 #define DEFAULT_VIEWHEIGHT (DEFAULT_MAXS_2+STANDARD_VIEWHEIGHT_OFFSET)//26 #define CROUCH_VIEWHEIGHT (CROUCH_MAXS_2+STANDARD_VIEWHEIGHT_OFFSET)//12 #define DEAD_VIEWHEIGHT -16 #define MAX_CLIENT_SCORE_SEND 20 // // 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_CLIENT_JEDIMASTER 28 // current jedi master #define CS_CLIENT_DUELWINNER 29 // current duel round winner - needed for printing at top of scoreboard #define CS_CLIENT_DUELISTS 30 // client numbers for both current duelists. Needed for a number of client-side things. #define CS_CLIENT_DUELHEALTHS 31 // nmckenzie: DUEL_HEALTH. Hopefully adding this cs is safe and good? #define CS_GLOBAL_AMBIENT_SET 32 #define CS_AMBIENT_SET 37 #define CS_SIEGE_STATE (CS_AMBIENT_SET+MAX_AMBIENT_SETS) #define CS_SIEGE_OBJECTIVES (CS_SIEGE_STATE+1) #define CS_SIEGE_TIMEOVERRIDE (CS_SIEGE_OBJECTIVES+1) #define CS_SIEGE_WINTEAM (CS_SIEGE_TIMEOVERRIDE+1) #define CS_SIEGE_ICONS (CS_SIEGE_WINTEAM+1) #define CS_MODELS (CS_SIEGE_ICONS+1) #define CS_SKYBOXORG (CS_MODELS+MAX_MODELS) //rww - skybox info #define CS_SOUNDS (CS_SKYBOXORG+1) #define CS_ICONS (CS_SOUNDS+MAX_SOUNDS) #define CS_PLAYERS (CS_ICONS+MAX_ICONS) /* Ghoul2 Insert Start */ #define CS_G2BONES (CS_PLAYERS+MAX_CLIENTS) //rww - used to be CS_CHARSKINS, but I have eliminated the need for that. /* Ghoul2 Insert End */ #define CS_LOCATIONS (CS_G2BONES+MAX_G2BONES) #define CS_PARTICLES (CS_LOCATIONS+MAX_LOCATIONS) #define CS_EFFECTS (CS_PARTICLES+MAX_LOCATIONS) #define CS_LIGHT_STYLES (CS_EFFECTS + MAX_FX) //rwwRMG - added: #define CS_TERRAINS (CS_LIGHT_STYLES + (MAX_LIGHT_STYLES*3)) #define CS_BSP_MODELS (CS_TERRAINS + MAX_TERRAINS) #define CS_MAX (CS_BSP_MODELS + MAX_SUB_BSP) #if (CS_MAX) > MAX_CONFIGSTRINGS #error overflow: (CS_MAX) > MAX_CONFIGSTRINGS #endif typedef enum { G2_MODELPART_HEAD = 10, G2_MODELPART_WAIST, G2_MODELPART_LARM, G2_MODELPART_RARM, G2_MODELPART_RHAND, G2_MODELPART_LLEG, G2_MODELPART_RLEG } g2ModelParts_t; #define G2_MODEL_PART 50 #define BG_NUM_TOGGLEABLE_SURFACES 31 #define MAX_CUSTOM_SIEGE_SOUNDS 30 #include "../namespace_begin.h" extern const char *bg_customSiegeSoundNames[MAX_CUSTOM_SIEGE_SOUNDS]; extern const char *bgToggleableSurfaces[BG_NUM_TOGGLEABLE_SURFACES]; extern const int bgToggleableSurfaceDebris[BG_NUM_TOGGLEABLE_SURFACES]; #include "../namespace_end.h" typedef enum { HANDEXTEND_NONE = 0, HANDEXTEND_FORCEPUSH, HANDEXTEND_FORCEPULL, HANDEXTEND_FORCE_HOLD, HANDEXTEND_SABERPULL, HANDEXTEND_CHOKE, //use handextend priorities to choke someone being gripped HANDEXTEND_WEAPONREADY, HANDEXTEND_DODGE, HANDEXTEND_KNOCKDOWN, HANDEXTEND_DUELCHALLENGE, HANDEXTEND_TAUNT, HANDEXTEND_PRETHROW, HANDEXTEND_POSTTHROW, HANDEXTEND_PRETHROWN, HANDEXTEND_POSTTHROWN, HANDEXTEND_DRAGGING, HANDEXTEND_JEDITAUNT, } forceHandAnims_t; typedef enum { BROKENLIMB_NONE = 0, BROKENLIMB_LARM, BROKENLIMB_RARM, NUM_BROKENLIMBS } brokenLimb_t; //for supplier class items #define TOSS_DEBOUNCE_TIME 5000 typedef enum { GT_FFA, // free for all GT_HOLOCRON, // holocron ffa GT_JEDIMASTER, // jedi master GT_DUEL, // one on one tournament GT_POWERDUEL, GT_SINGLE_PLAYER, // single player ffa //-- team games go after this -- GT_TEAM, // team deathmatch GT_SIEGE, // siege GT_CTF, // capture the flag GT_CTY, GT_MAX_GAME_TYPE }; typedef int gametype_t; typedef enum { GENDER_MALE, GENDER_FEMALE, GENDER_NEUTER } gender_t; extern vec3_t WP_MuzzlePoint[WP_NUM_WEAPONS]; #include "../namespace_begin.h" extern int forcePowerSorted[NUM_FORCE_POWERS]; #include "../namespace_end.h" typedef enum { SABERLOCK_TOP, SABERLOCK_SIDE, SABERLOCK_LOCK, SABERLOCK_BREAK, SABERLOCK_SUPERBREAK, SABERLOCK_WIN, SABERLOCK_LOSE }; typedef enum { DIR_RIGHT, DIR_LEFT, DIR_FRONT, DIR_BACK }; /* =================================================================================== 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. =================================================================================== */ #pragma pack(push, 1) typedef struct animation_s { unsigned short firstFrame; unsigned short numFrames; short frameLerp; // msec between frames //initialLerp is abs(frameLerp) signed char loopFrames; // 0 to numFrames } animation_t; #pragma pack(pop) #include "../namespace_begin.h" extern qboolean BGPAFtextLoaded; extern animation_t bgHumanoidAnimations[MAX_TOTALANIMATIONS]; #include "../namespace_end.h" #define MAX_ANIM_FILES 64 #define MAX_ANIM_EVENTS 300 typedef enum { FOOTSTEP_R, FOOTSTEP_L, FOOTSTEP_HEAVY_R, FOOTSTEP_HEAVY_L, NUM_FOOTSTEP_TYPES } footstepType_t; extern stringID_table_t animEventTypeTable[MAX_ANIM_EVENTS+1]; extern stringID_table_t footstepTypeTable[NUM_FOOTSTEP_TYPES+1]; //size of Anim eventData array... #define MAX_RANDOM_ANIM_SOUNDS 4 #define AED_ARRAY_SIZE (MAX_RANDOM_ANIM_SOUNDS+3) //indices for AEV_SOUND data #define AED_SOUNDINDEX_START 0 #define AED_SOUNDINDEX_END (MAX_RANDOM_ANIM_SOUNDS-1) #define AED_SOUND_NUMRANDOMSNDS (MAX_RANDOM_ANIM_SOUNDS) #define AED_SOUND_PROBABILITY (MAX_RANDOM_ANIM_SOUNDS+1) //indices for AEV_SOUNDCHAN data #define AED_SOUNDCHANNEL (MAX_RANDOM_ANIM_SOUNDS+2) //indices for AEV_FOOTSTEP data #define AED_FOOTSTEP_TYPE 0 #define AED_FOOTSTEP_PROBABILITY 1 //indices for AEV_EFFECT data #define AED_EFFECTINDEX 0 #define AED_BOLTINDEX 1 #define AED_EFFECT_PROBABILITY 2 #define AED_MODELINDEX 3 //indices for AEV_FIRE data #define AED_FIRE_ALT 0 #define AED_FIRE_PROBABILITY 1 //indices for AEV_MOVE data #define AED_MOVE_FWD 0 #define AED_MOVE_RT 1 #define AED_MOVE_UP 2 //indices for AEV_SABER_SWING data #define AED_SABER_SWING_SABERNUM 0 #define AED_SABER_SWING_TYPE 1 #define AED_SABER_SWING_PROBABILITY 2 //indices for AEV_SABER_SPIN data #define AED_SABER_SPIN_SABERNUM 0 #define AED_SABER_SPIN_TYPE 1 //0 = saberspinoff, 1 = saberspin, 2-4 = saberspin1-saberspin3 #define AED_SABER_SPIN_PROBABILITY 2 typedef enum {//NOTENOTE: Be sure to update animEventTypeTable and ParseAnimationEvtBlock(...) if you change this enum list! AEV_NONE, AEV_SOUND, //# animID AEV_SOUND framenum soundpath randomlow randomhi chancetoplay AEV_FOOTSTEP, //# animID AEV_FOOTSTEP framenum footstepType chancetoplay AEV_EFFECT, //# animID AEV_EFFECT framenum effectpath boltName chancetoplay AEV_FIRE, //# animID AEV_FIRE framenum altfire chancetofire AEV_MOVE, //# animID AEV_MOVE framenum forwardpush rightpush uppush AEV_SOUNDCHAN, //# animID AEV_SOUNDCHAN framenum CHANNEL soundpath randomlow randomhi chancetoplay AEV_SABER_SWING, //# animID AEV_SABER_SWING framenum CHANNEL randomlow randomhi chancetoplay AEV_SABER_SPIN, //# animID AEV_SABER_SPIN framenum CHANNEL chancetoplay AEV_NUM_AEV } animEventType_t; typedef struct animevent_s { animEventType_t eventType; unsigned short keyFrame; //Frame to play event on signed short eventData[AED_ARRAY_SIZE]; //Unique IDs, can be soundIndex of sound file to play OR effect index or footstep type, etc. char *stringData; //we allow storage of one string, temporarily (in case we have to look up an index later, then make sure to set stringData to NULL so we only do the look-up once) } animevent_t; typedef struct { char filename[MAX_QPATH]; animation_t *anims; // animsounds_t torsoAnimSnds[MAX_ANIM_SOUNDS]; // animsounds_t legsAnimSnds[MAX_ANIM_SOUNDS]; // qboolean soundsCached; } bgLoadedAnim_t; typedef struct { char filename[MAX_QPATH]; animevent_t torsoAnimEvents[MAX_ANIM_EVENTS]; animevent_t legsAnimEvents[MAX_ANIM_EVENTS]; qboolean eventsParsed; } bgLoadedEvents_t; #include "../namespace_begin.h" extern bgLoadedAnim_t bgAllAnims[MAX_ANIM_FILES]; //In SP this is shared in with the anim stuff, and humanoid anim sets can be loaded //multiple times just for the sake of sounds being different. We probably wouldn't //care normally but since we're working in VMs we have to do everything possible to //cut memory cost. //On the bright side this also means we're cutting a rather large size out of //required game-side memory. #ifndef QAGAME extern bgLoadedEvents_t bgAllEvents[MAX_ANIM_FILES]; extern int bgNumAnimEvents; #endif #include "../namespace_end.h" typedef enum { PM_NORMAL, // can accelerate and turn PM_JETPACK, // special jetpack movement PM_FLOAT, // float with no gravity in general direction of velocity (intended for gripping) 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, WEAPON_CHARGING, WEAPON_CHARGING_ALT, WEAPON_IDLE, //lowered // NOTENOTE Added with saber } weaponstate_t; typedef enum { FORCE_MASTERY_UNINITIATED, FORCE_MASTERY_INITIATE, FORCE_MASTERY_PADAWAN, FORCE_MASTERY_JEDI, FORCE_MASTERY_JEDI_GUARDIAN, FORCE_MASTERY_JEDI_ADEPT, FORCE_MASTERY_JEDI_KNIGHT, FORCE_MASTERY_JEDI_MASTER, NUM_FORCE_MASTERY_LEVELS }; #include "../namespace_begin.h" extern char *forceMasteryLevels[NUM_FORCE_MASTERY_LEVELS]; extern int forceMasteryPoints[NUM_FORCE_MASTERY_LEVELS]; extern int bgForcePowerCost[NUM_FORCE_POWERS][NUM_FORCE_POWER_LEVELS]; #include "../namespace_end.h" // pmove->pm_flags #define PMF_DUCKED 1 #define PMF_JUMP_HELD 2 #define PMF_ROLLING 4 #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_FIX_MINS 128 // mins have been brought up, keep tracing down to fix them #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_UPDATE_ANIM 2048 // The server updated the animation, the pmove should set the ghoul2 anim to match. #define PMF_FOLLOW 4096 // spectate following another player #define PMF_SCOREBOARD 8192 // spectate as a scoreboard #define PMF_STUCK_TO_WALL 16384 // grabbing a wall #define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK) #define MAXTOUCH 32 typedef struct bgEntity_s { entityState_t s; playerState_t *playerState; Vehicle_t *m_pVehicle; //vehicle data void *ghoul2; //g2 instance int localAnimIndex; //index locally (game/cgame) to anim data for this skel vec3_t modelScale; //needed for g2 collision //Data type(s) must directly correspond to the head of the gentity and centity structures } bgEntity_t; typedef struct { // state (in / out) playerState_t *ps; //rww - shared ghoul2 stuff (not actually the same data, but hey) void *ghoul2; int g2Bolts_LFoot; int g2Bolts_RFoot; vec3_t modelScale; //hacky bool so we know if we're dealing with a nonhumanoid (which is probably a rockettrooper) qboolean nonHumanoid; // 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]; int useEvent; vec3_t mins, maxs; // bounding box size int watertype; int waterlevel; int gametype; int debugMelee; int stepSlideFix; int noSpecMove; animation_t *animations; 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 ); int checkDuelLoss; //rww - bg entitystate access method bgEntity_t *baseEnt; //base address of the entity array (g_entities or cg_entities) int entSize; //size of the struct (gentity_t or centity_t) so things can be dynamic } pmove_t; #include "../namespace_begin.h" extern pmove_t *pm; #define SETANIM_TORSO 1 #define SETANIM_LEGS 2 #define SETANIM_BOTH SETANIM_TORSO|SETANIM_LEGS//3 #define SETANIM_FLAG_NORMAL 0//Only set if timer is 0 #define SETANIM_FLAG_OVERRIDE 1//Override previous #define SETANIM_FLAG_HOLD 2//Set the new timer #define SETANIM_FLAG_RESTART 4//Allow restarting the anim if playing the same one (weapon fires) #define SETANIM_FLAG_HOLDLESS 8//Set the new timer // 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); #include "../namespace_end.h" //=================================================================================== // player_state->stats[] indexes // NOTE: may not have more than 16 typedef enum { STAT_HEALTH, STAT_HOLDABLE_ITEM, STAT_HOLDABLE_ITEMS, STAT_PERSISTANT_POWERUP, //MAKE SURE STAT_WEAPONS REMAINS 4!!!! //There is a hardcoded reference in msg.cpp to send it in 32 bits -rww STAT_WEAPONS = 4, // 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_G2ANIMATING (1<<0) //perform g2 bone anims based on torsoAnim and legsAnim, works for ET_GENERAL -rww #define EF_DEAD (1<<1) // don't draw a foe marker over players with EF_DEAD //#define EF_BOUNCE_SHRAPNEL (1<<2) // special shrapnel flag //do not use eflags for server-only things, it wastes bandwidth -rww #define EF_RADAROBJECT (1<<2) // display on team radar #define EF_TELEPORT_BIT (1<<3) // toggled every time the origin abruptly changes #define EF_SHADER_ANIM (1<<4) // Animating shader (by s.frame) #define EF_PLAYER_EVENT (1<<5) //#define EF_BOUNCE (1<<5) // for missiles //#define EF_BOUNCE_HALF (1<<6) // for missiles //these aren't even referenced in bg or client code and do not need to be eFlags, so I //am using these flags for rag stuff -rww #define EF_RAG (1<<6) //ragdoll him even if he's alive #define EF_PERMANENT (1<<7) // rww - I am claiming this. (for permanent entities) #define EF_NODRAW (1<<8) // may have an event, but no model (unspawned items) #define EF_FIRING (1<<9) // for lightning gun #define EF_ALT_FIRING (1<<10) // for alt-fires, mostly for lightning guns though #define EF_JETPACK_ACTIVE (1<<11) //jetpack is activated #define EF_NOT_USED_1 (1<<12) // not used #define EF_TALK (1<<13) // draw a talk balloon #define EF_CONNECTION (1<<14) // draw a connection trouble sprite #define EF_NOT_USED_6 (1<<15) // not used #define EF_NOT_USED_2 (1<<16) // not used #define EF_NOT_USED_3 (1<<17) // not used #define EF_NOT_USED_4 (1<<18) // not used #define EF_BODYPUSH (1<<19) //rww - claiming this for fullbody push effect #define EF_DOUBLE_AMMO (1<<20) // Hacky way to get around ammo max #define EF_SEEKERDRONE (1<<21) // show seeker drone floating around head #define EF_MISSILE_STICK (1<<22) // missiles that stick to the wall. #define EF_ITEMPLACEHOLDER (1<<23) // item effect #define EF_SOUNDTRACKER (1<<24) // sound position needs to be updated in relation to another entity #define EF_DROPPEDWEAPON (1<<25) // it's a dropped weapon #define EF_DISINTEGRATION (1<<26) // being disintegrated by the disruptor #define EF_INVULNERABLE (1<<27) // just spawned in or whatever, so is protected #define EF_CLIENTSMOOTH (1<<28) // standard lerporigin smooth override on client #define EF_JETPACK (1<<29) //rww - wearing a jetpack #define EF_JETPACK_FLAMING (1<<30) //rww - jetpack fire effect #define EF_NOT_USED_5 (1<<31) // not used //These new EF2_??? flags were added for NPCs, they really should not be used often. //NOTE: we only allow 10 of these! #define EF2_HELD_BY_MONSTER (1<<0) // Being held by something, like a Rancor or a Wampa #define EF2_USE_ALT_ANIM (1<<1) // For certain special runs/stands for creatures like the Rancor and Wampa whose runs/stands are conditional #define EF2_ALERTED (1<<2) // For certain special anims, for Rancor: means you've had an enemy, so use the more alert stand #define EF2_GENERIC_NPC_FLAG (1<<3) // So far, used for Rancor... #define EF2_FLYING (1<<4) // Flying FIXME: only used on NPCs doesn't *really* have to be passed over, does it? #define EF2_HYPERSPACE (1<<5) // Used to both start the hyperspace effect on the predicted client and to let the vehicle know it can now jump into hyperspace (after turning to face the proper angle) #define EF2_BRACKET_ENTITY (1<<6) // Draw as bracketed #define EF2_SHIP_DEATH (1<<7) // "died in ship" mode #define EF2_NOT_USED_1 (1<<8) // not used typedef enum { EFFECT_NONE = 0, EFFECT_SMOKE, EFFECT_EXPLOSION, EFFECT_EXPLOSION_PAS, EFFECT_SPARK_EXPLOSION, EFFECT_EXPLOSION_TRIPMINE, EFFECT_EXPLOSION_DETPACK, EFFECT_EXPLOSION_FLECHETTE, EFFECT_STUNHIT, EFFECT_EXPLOSION_DEMP2ALT, EFFECT_EXPLOSION_TURRET, EFFECT_SPARKS, EFFECT_WATER_SPLASH, EFFECT_ACID_SPLASH, EFFECT_LAVA_SPLASH, EFFECT_LANDING_MUD, EFFECT_LANDING_SAND, EFFECT_LANDING_DIRT, EFFECT_LANDING_SNOW, EFFECT_LANDING_GRAVEL, EFFECT_MAX } effectTypes_t; // NOTE: may not have more than 16 typedef enum { PW_NONE, PW_QUAD, PW_BATTLESUIT, PW_PULL, //PW_INVIS, //rww - removed //PW_REGEN, //rww - removed //PW_FLIGHT, //rww - removed PW_REDFLAG, PW_BLUEFLAG, PW_NEUTRALFLAG, PW_SHIELDHIT, //PW_SCOUT, //rww - removed //PW_GUARD, //rww - removed //PW_DOUBLER, //rww - removed //PW_AMMOREGEN, //rww - removed PW_SPEEDBURST, PW_DISINT_4, PW_SPEED, PW_CLOAKED, PW_FORCE_ENLIGHTENED_LIGHT, PW_FORCE_ENLIGHTENED_DARK, PW_FORCE_BOON, PW_YSALAMIRI, PW_NUM_POWERUPS }; typedef int powerup_t; typedef enum { HI_NONE, HI_SEEKER, HI_SHIELD, HI_MEDPAC, HI_MEDPAC_BIG, HI_BINOCULARS, HI_SENTRY_GUN, HI_JETPACK, HI_HEALTHDISP, HI_AMMODISP, HI_EWEB, HI_CLOAK, HI_NUM_HOLDABLE }; typedef int holdable_t; typedef enum { CTFMESSAGE_FRAGGED_FLAG_CARRIER, CTFMESSAGE_FLAG_RETURNED, CTFMESSAGE_PLAYER_RETURNED_FLAG, CTFMESSAGE_PLAYER_CAPTURED_FLAG, CTFMESSAGE_PLAYER_GOT_FLAG } ctfMsg_t; // reward sounds (stored in ps->persistant[PERS_PLAYEREVENTS]) #define PLAYEREVENT_DENIEDREWARD 0x0001 #define PLAYEREVENT_GAUNTLETREWARD 0x0002 // 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 { PDSOUND_NONE, PDSOUND_PROTECTHIT, PDSOUND_PROTECT, PDSOUND_ABSORBHIT, PDSOUND_ABSORB, PDSOUND_FORCEJUMP, PDSOUND_FORCEGRIP } pdSounds_t; typedef enum { EV_NONE, EV_CLIENTJOIN, 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, EV_JUMP_PAD, // boing sound at origin, jump sound on player EV_GHOUL2_MARK, //create a projectile impact mark on something with a client-side g2 instance. EV_GLOBAL_DUEL, EV_PRIVATE_DUEL, EV_JUMP, EV_ROLL, 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_VEH_FIRE, EV_NOAMMO, EV_CHANGE_WEAPON, EV_FIRE_WEAPON, EV_ALT_FIRE, EV_SABER_ATTACK, EV_SABER_HIT, EV_SABER_BLOCK, EV_SABER_CLASHFLARE, EV_SABER_UNHOLSTER, EV_BECOME_JEDIMASTER, EV_DISRUPTOR_MAIN_SHOT, EV_DISRUPTOR_SNIPER_SHOT, EV_DISRUPTOR_SNIPER_MISS, EV_DISRUPTOR_HIT, EV_DISRUPTOR_ZOOMSOUND, EV_PREDEFSOUND, EV_TEAM_POWER, EV_SCREENSHAKE, EV_LOCALTIMER, EV_USE, // +Use key 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_ITEMUSEFAIL, EV_ITEM_RESPAWN, EV_ITEM_POP, EV_PLAYER_TELEPORT_IN, EV_PLAYER_TELEPORT_OUT, EV_GRENADE_BOUNCE, // eventParm will be the soundindex EV_MISSILE_STICK, // eventParm will be the soundindex EV_PLAY_EFFECT, EV_PLAY_EFFECT_ID, EV_PLAY_PORTAL_EFFECT_ID, EV_PLAYDOORSOUND, EV_PLAYDOORLOOPSOUND, EV_BMODEL_SOUND, EV_MUTE_SOUND, EV_VOICECMD_SOUND, EV_GENERAL_SOUND, EV_GLOBAL_SOUND, // no attenuation EV_GLOBAL_TEAM_SOUND, EV_ENTITY_SOUND, EV_PLAY_ROFF, EV_GLASS_SHATTER, EV_DEBRIS, EV_MISC_MODEL_EXP, EV_CONC_ALT_IMPACT, EV_MISSILE_HIT, EV_MISSILE_MISS, EV_MISSILE_MISS_METAL, 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_FORCE_DRAINED, EV_GIB_PLAYER, // gib a previously living player EV_SCOREPLUM, // score plum EV_CTFMESSAGE, EV_BODYFADE, EV_SIEGE_ROUNDOVER, EV_SIEGE_OBJECTIVECOMPLETE, EV_DESTROY_GHOUL2_INSTANCE, EV_DESTROY_WEAPON_MODEL, EV_GIVE_NEW_RANK, EV_SET_FREE_SABER, EV_SET_FORCE_DISABLE, EV_WEAPON_CHARGE, EV_WEAPON_CHARGE_ALT, EV_SHIELD_HIT, EV_DEBUG_LINE, EV_TESTLINE, EV_STOPLOOPINGSOUND, EV_STARTLOOPINGSOUND, EV_TAUNT, //rww - Begin NPC sound events EV_ANGER1, //Say when acquire an enemy when didn't have one before EV_ANGER2, EV_ANGER3, EV_VICTORY1, //Say when killed an enemy EV_VICTORY2, EV_VICTORY3, EV_CONFUSE1, //Say when confused EV_CONFUSE2, EV_CONFUSE3, EV_PUSHED1, //Say when pushed EV_PUSHED2, EV_PUSHED3, EV_CHOKE1, //Say when choking EV_CHOKE2, EV_CHOKE3, EV_FFWARN, //ffire founds EV_FFTURN, //extra sounds for ST EV_CHASE1, EV_CHASE2, EV_CHASE3, EV_COVER1, EV_COVER2, EV_COVER3, EV_COVER4, EV_COVER5, EV_DETECTED1, EV_DETECTED2, EV_DETECTED3, EV_DETECTED4, EV_DETECTED5, EV_LOST1, EV_OUTFLANK1, EV_OUTFLANK2, EV_ESCAPING1, EV_ESCAPING2, EV_ESCAPING3, EV_GIVEUP1, EV_GIVEUP2, EV_GIVEUP3, EV_GIVEUP4, EV_LOOK1, EV_LOOK2, EV_SIGHT1, EV_SIGHT2, EV_SIGHT3, EV_SOUND1, EV_SOUND2, EV_SOUND3, EV_SUSPICIOUS1, EV_SUSPICIOUS2, EV_SUSPICIOUS3, EV_SUSPICIOUS4, EV_SUSPICIOUS5, //extra sounds for Jedi EV_COMBAT1, EV_COMBAT2, EV_COMBAT3, EV_JDETECTED1, EV_JDETECTED2, EV_JDETECTED3, EV_TAUNT1, EV_TAUNT2, EV_TAUNT3, EV_JCHASE1, EV_JCHASE2, EV_JCHASE3, EV_JLOST1, EV_JLOST2, EV_JLOST3, EV_DEFLECT1, EV_DEFLECT2, EV_DEFLECT3, EV_GLOAT1, EV_GLOAT2, EV_GLOAT3, EV_PUSHFAIL, EV_SIEGESPEC, } entity_event_t; // There is a maximum of 256 events (8 bits transmission, 2 high bits for uniqueness) 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 } global_team_sound_t; typedef enum { TEAM_FREE, TEAM_RED, TEAM_BLUE, TEAM_SPECTATOR, TEAM_NUM_TEAMS }; typedef int team_t; typedef enum { DUELTEAM_FREE, DUELTEAM_LONE, DUELTEAM_DOUBLE, DUELTEAM_SINGLE, // for regular duel matches (not power duel) } duelTeam_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_STUN_BATON, MOD_MELEE, MOD_SABER, MOD_BRYAR_PISTOL, MOD_BRYAR_PISTOL_ALT, MOD_BLASTER, MOD_TURBLAST, MOD_DISRUPTOR, MOD_DISRUPTOR_SPLASH, MOD_DISRUPTOR_SNIPER, MOD_BOWCASTER, MOD_REPEATER, MOD_REPEATER_ALT, MOD_REPEATER_ALT_SPLASH, MOD_DEMP2, MOD_DEMP2_ALT, MOD_FLECHETTE, MOD_FLECHETTE_ALT_SPLASH, MOD_ROCKET, MOD_ROCKET_SPLASH, MOD_ROCKET_HOMING, MOD_ROCKET_HOMING_SPLASH, MOD_THERMAL, MOD_THERMAL_SPLASH, MOD_TRIP_MINE_SPLASH, MOD_TIMED_MINE_SPLASH, MOD_DET_PACK_SPLASH, MOD_VEHICLE, MOD_CONC, MOD_CONC_ALT, MOD_FORCE_DARK, MOD_SENTRY, MOD_WATER, MOD_SLIME, MOD_LAVA, MOD_CRUSH, MOD_TELEFRAG, MOD_FALLING, MOD_COLLISION, MOD_VEH_EXPLOSION, MOD_SUICIDE, MOD_TARGET_LASER, MOD_TRIGGER_HURT, MOD_TEAM_CHANGE, //AURELIO: when/if you put this back in, remember to make a case for it in all the other places where //mod's are checked. Also, it probably isn't the most elegant solution for what you want - just add //a frag back to the player after you call the player_die (and keep a local of his pre-death score to //make sure he actually lost points, there may be cases where you don't lose points on changing teams //or suiciding, and so you would actually be giving him a point) -Rich // I put it back in for now, if it becomes a problem we'll work around it later (it shouldn't though)... MOD_MAX } 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 }; typedef int 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 *view_model; 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 char *description; } gitem_t; // included in both the game dll and the client #include "../namespace_begin.h" extern gitem_t bg_itemlist[]; extern int bg_numItems; float vectoyaw( const vec3_t vec ); gitem_t *BG_FindItem( const char *classname ); 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 ); #include "../namespace_end.h" #define SABER_BLOCK_DUR 150 // number of milliseconds a block animation should take. // g_dmflags->integer flags #define DF_NO_FALLING 8 #define DF_FIXED_FOV 16 #define DF_NO_FOOTSTEPS 32 //rwwRMG - added in CONTENTS_TERRAIN // content masks #define MASK_ALL (-1) #define MASK_SOLID (CONTENTS_SOLID|CONTENTS_TERRAIN) #define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY|CONTENTS_TERRAIN) #define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_BODY|CONTENTS_TERRAIN) #define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_TERRAIN) #define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME) #define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_TERRAIN) #define MASK_SHOT (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE|CONTENTS_TERRAIN) // ET_FX States (stored in modelindex2) #define FX_STATE_OFF 0 #define FX_STATE_ONE_SHOT 1 #define FX_STATE_ONE_SHOT_LIMIT 10 #define FX_STATE_CONTINUOUS 20 // // entityState_t->eType // typedef enum { ET_GENERAL, ET_PLAYER, ET_ITEM, ET_MISSILE, ET_SPECIAL, // rww - force fields ET_HOLOCRON, // rww - holocron icon displays ET_MOVER, ET_BEAM, ET_PORTAL, ET_SPEAKER, ET_PUSH_TRIGGER, ET_TELEPORT_TRIGGER, ET_INVISIBLE, ET_NPC, // ghoul2 player-like entity ET_TEAM, ET_BODY, ET_TERRAIN, ET_FX, 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; // // fields are needed for spawning from the entity string // //I moved these from g_spawn.c because the entity parsing stuff is semi-shared now -rww #undef _GAME_SIDE #ifdef QAGAME #define _GAME_SIDE #elif defined CGAME #define _GAME_SIDE #endif #ifdef _GAME_SIDE 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_ENTITY, // index on disk, pointer in memory F_ITEM, // index on disk, pointer in memory F_CLIENT, // index on disk, pointer in memory F_PARM1, // Special case for parms F_PARM2, // Special case for parms F_PARM3, // Special case for parms F_PARM4, // Special case for parms F_PARM5, // Special case for parms F_PARM6, // Special case for parms F_PARM7, // Special case for parms F_PARM8, // Special case for parms F_PARM9, // Special case for parms F_PARM10, // Special case for parms F_PARM11, // Special case for parms F_PARM12, // Special case for parms F_PARM13, // Special case for parms F_PARM14, // Special case for parms F_PARM15, // Special case for parms F_PARM16, // Special case for parms F_IGNORE } fieldtype_t; typedef struct { char *name; int ofs; fieldtype_t type; int flags; } BG_field_t; #endif // 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. // rww - Moved all this to bg_public so that we can access the saberMoveData stuff on the cgame // which is currently used for determining if a saber trail should be rendered in a given frame #ifdef LS_NONE #undef LS_NONE #endif typedef enum { //totally invalid LS_INVALID = -1, // Invalid, or saber not armed 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// }; typedef int saberMoveName_t; 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; #include "../namespace_begin.h" extern saberMoveData_t saberMoveData[LS_MOVE_MAX]; bgEntity_t *PM_BGEntForNum( int num ); qboolean BG_KnockDownable(playerState_t *ps); qboolean BG_LegalizedForcePowers(char *powerOut, int maxRank, qboolean freeSaber, int teamForce, int gametype, int fpDisabled); #include "../namespace_end.h" #ifdef __LCC__ //can't inline it then, it is declared over in bg_misc in this case void BG_GiveMeVectorFromMatrix(mdxaBone_t *boltMatrix, int flags, vec3_t vec); #else // given a boltmatrix, return in vec a normalised vector for the axis requested in flags static ID_INLINE void BG_GiveMeVectorFromMatrix(mdxaBone_t *boltMatrix, int flags, vec3_t vec) { switch (flags) { case ORIGIN: vec[0] = boltMatrix->matrix[0][3]; vec[1] = boltMatrix->matrix[1][3]; vec[2] = boltMatrix->matrix[2][3]; break; case POSITIVE_Y: vec[0] = boltMatrix->matrix[0][1]; vec[1] = boltMatrix->matrix[1][1]; vec[2] = boltMatrix->matrix[2][1]; break; case POSITIVE_X: vec[0] = boltMatrix->matrix[0][0]; vec[1] = boltMatrix->matrix[1][0]; vec[2] = boltMatrix->matrix[2][0]; break; case POSITIVE_Z: vec[0] = boltMatrix->matrix[0][2]; vec[1] = boltMatrix->matrix[1][2]; vec[2] = boltMatrix->matrix[2][2]; break; case NEGATIVE_Y: vec[0] = -boltMatrix->matrix[0][1]; vec[1] = -boltMatrix->matrix[1][1]; vec[2] = -boltMatrix->matrix[2][1]; break; case NEGATIVE_X: vec[0] = -boltMatrix->matrix[0][0]; vec[1] = -boltMatrix->matrix[1][0]; vec[2] = -boltMatrix->matrix[2][0]; break; case NEGATIVE_Z: vec[0] = -boltMatrix->matrix[0][2]; vec[1] = -boltMatrix->matrix[1][2]; vec[2] = -boltMatrix->matrix[2][2]; break; } } #endif #include "../namespace_begin.h" void BG_IK_MoveArm(void *ghoul2, int lHandBolt, int time, entityState_t *ent, int basePose, vec3_t desiredPos, qboolean *ikInProgress, vec3_t origin, vec3_t angles, vec3_t scale, int blendTime, qboolean forceHalt); void BG_G2PlayerAngles(void *ghoul2, int motionBolt, entityState_t *cent, int time, vec3_t cent_lerpOrigin, vec3_t cent_lerpAngles, vec3_t legs[3], vec3_t legsAngles, qboolean *tYawing, qboolean *tPitching, qboolean *lYawing, float *tYawAngle, float *tPitchAngle, float *lYawAngle, int frametime, vec3_t turAngles, vec3_t modelScale, int ciLegs, int ciTorso, int *corrTime, vec3_t lookAngles, vec3_t lastHeadAngles, int lookTime, entityState_t *emplaced, int *crazySmoothFactor); void BG_G2ATSTAngles(void *ghoul2, int time, vec3_t cent_lerpAngles ); //BG anim utility functions: int BG_AnimLength( int index, animNumber_t anim ); qboolean BG_InSpecialJump( int anim ); qboolean BG_InSaberStandAnim( int anim ); qboolean BG_InReboundJump( int anim ); qboolean BG_InReboundHold( int anim ); qboolean BG_InReboundRelease( int anim ); qboolean BG_InBackFlip( int anim ); qboolean BG_DirectFlippingAnim( int anim ); qboolean BG_SaberInAttack( int move ); qboolean BG_SaberInSpecial( int move ); qboolean BG_KickMove( int move ); qboolean BG_SaberInIdle( int move ); qboolean BG_FlippingAnim( int anim ); qboolean BG_SpinningSaberAnim( int anim ); qboolean BG_SaberInSpecialAttack( int anim ); qboolean BG_SaberInKata( int saberMove ); qboolean BG_InKataAnim(int anim); qboolean BG_KickingAnim( int anim ); int BG_InGrappleMove(int anim); int BG_BrokenParryForAttack( int move ); int BG_BrokenParryForParry( int move ); int BG_KnockawayForParry( int move ); qboolean BG_InRoll( playerState_t *ps, int anim ); qboolean BG_InDeathAnim( int anim ); qboolean BG_InSaberLockOld( int anim ); qboolean BG_InSaberLock( int anim ); void BG_SaberStartTransAnim( int clientNum, int saberAnimLevel, int weapon, int anim, float *animSpeed, int broken ); void BG_ForcePowerDrain( playerState_t *ps, forcePowers_t forcePower, int overrideAmt ); 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 ); void BG_InitAnimsets(void); void BG_ClearAnimsets(void); int BG_ParseAnimationFile(const char *filename, animation_t *animSet, qboolean isHumanoid); #ifndef QAGAME int BG_ParseAnimationEvtFile( const char *as_filename, int animFileIndex, int eventFileIndex ); #endif qboolean BG_HasAnimation(int animIndex, int animation); int BG_PickAnim( int animIndex, int minAnim, int maxAnim ); int BG_GetItemIndexByTag(int tag, int type); qboolean BG_IsItemSelectable(playerState_t *ps, int item); qboolean BG_HasYsalamiri(int gametype, playerState_t *ps); qboolean BG_CanUseFPNow(int gametype, playerState_t *ps, int time, forcePowers_t power); void *BG_Alloc ( int size ); void *BG_AllocUnaligned ( int size ); void *BG_TempAlloc( int size ); void BG_TempFree( int size ); char *BG_StringAlloc ( const char *source ); qboolean BG_OutOfMemory ( void ); void BG_BLADE_ActivateTrail ( bladeInfo_t *blade, float duration ); void BG_BLADE_DeactivateTrail ( bladeInfo_t *blade, float duration ); void BG_SI_Activate( saberInfo_t *saber ); void BG_SI_Deactivate( saberInfo_t *saber ); void BG_SI_BladeActivate( saberInfo_t *saber, int iBlade, qboolean bActive ); qboolean BG_SI_Active(saberInfo_t *saber); void BG_SI_SetLength( saberInfo_t *saber, float length ); void BG_SI_SetDesiredLength(saberInfo_t *saber, float len, int bladeNum); void BG_SI_SetLengthGradual( saberInfo_t *saber, int time ); float BG_SI_Length(saberInfo_t *saber); float BG_SI_LengthMax(saberInfo_t *saber); void BG_SI_ActivateTrail ( saberInfo_t *saber, float duration ); void BG_SI_DeactivateTrail ( saberInfo_t *saber, float duration ); extern void BG_AttachToRancor( void *ghoul2,float rancYaw,vec3_t rancOrigin,int time,qhandle_t *modelList,vec3_t modelScale,qboolean inMouth,vec3_t out_origin,vec3_t out_angles,vec3_t out_axis[3] ); extern int WeaponReadyAnim[WP_NUM_WEAPONS]; extern int WeaponAttackAnim[WP_NUM_WEAPONS]; extern int forcePowerDarkLight[NUM_FORCE_POWERS]; #include "../namespace_end.h" #define ARENAS_PER_TIER 4 #define MAX_ARENAS 1024 #define MAX_ARENAS_TEXT 8192 #define MAX_BOTS 1024 #define MAX_BOTS_TEXT 8192 #define HYPERSPACE_TIME 4000 //For hyperspace triggers #define HYPERSPACE_TELEPORT_FRAC 0.75f #define HYPERSPACE_SPEED 10000.0f//was 30000 #define HYPERSPACE_TURN_RATE 45.0f #endif //__BG_PUBLIC_H__