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