jedi-academy/codemp/game/bg_public.h

1684 lines
43 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
#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
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
};
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__