mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-22 20:31:26 +00:00
746 lines
No EOL
21 KiB
C
746 lines
No EOL
21 KiB
C
#ifndef __BG_PUBLIC_H__
|
|
#define __BG_PUBLIC_H__
|
|
// bg_public.h -- definitions shared by both the server game and client game modules
|
|
#include "weapons.h"
|
|
#include "g_items.h"
|
|
#include "teams.h"
|
|
#include "statindex.h"
|
|
|
|
#define DEFAULT_GRAVITY 800
|
|
#define GIB_HEALTH -40
|
|
#define ARMOR_PROTECTION 0.40
|
|
|
|
#define MAX_ITEMS 128
|
|
|
|
#define RANK_TIED_FLAG 0x4000
|
|
|
|
#define DEFAULT_SHOTGUN_SPREAD 700
|
|
#define DEFAULT_SHOTGUN_COUNT 11
|
|
|
|
#define ITEM_RADIUS 15 // item sizes are needed for client side pickup detection
|
|
|
|
//Player sizes
|
|
extern float DEFAULT_MINS_0;
|
|
extern float DEFAULT_MINS_1;
|
|
extern float DEFAULT_MAXS_0;
|
|
extern float DEFAULT_MAXS_1;
|
|
extern float DEFAULT_PLAYER_RADIUS;
|
|
#define DEFAULT_MINS_2 -24
|
|
#define DEFAULT_MAXS_2 40// was 32, but too short for player
|
|
#define CROUCH_MAXS_2 16
|
|
|
|
#define ATST_MINS0 -40
|
|
#define ATST_MINS1 -40
|
|
#define ATST_MINS2 -24
|
|
#define ATST_MAXS0 40
|
|
#define ATST_MAXS1 40
|
|
#define ATST_MAXS2 248
|
|
|
|
//Player viewheights
|
|
#define STANDARD_VIEWHEIGHT_OFFSET -4
|
|
//#define RAVEN_VIEWHEIGHT_ADJ 2
|
|
//#define DEFAULT_VIEWHEIGHT (26+RAVEN_VIEWHEIGHT_ADJ)
|
|
//#define CROUCH_VIEWHEIGHT 12
|
|
#define DEAD_VIEWHEIGHT -16
|
|
//Player movement values
|
|
#define MIN_WALK_NORMAL 0.7 // can't walk on very steep slopes
|
|
#define JUMP_VELOCITY 225 // 270
|
|
#define STEPSIZE 18
|
|
|
|
|
|
|
|
/*
|
|
===================================================================================
|
|
|
|
PMOVE MODULE
|
|
|
|
The pmove code takes a player_state_t and a usercmd_t and generates a new player_state_t
|
|
and some other output data. Used for local prediction on the client game and true
|
|
movement on the server game.
|
|
===================================================================================
|
|
*/
|
|
|
|
typedef enum {
|
|
PM_NORMAL, // can accelerate and turn
|
|
PM_NOCLIP, // noclip movement
|
|
PM_SPECTATOR, // still run into walls
|
|
PM_DEAD, // no acceleration or turning, but free falling
|
|
PM_FREEZE, // stuck in place with no control
|
|
PM_INTERMISSION // no movement or status bar
|
|
} pmtype_t;
|
|
|
|
typedef enum {
|
|
WEAPON_READY,
|
|
WEAPON_RAISING,
|
|
WEAPON_DROPPING,
|
|
WEAPON_FIRING,
|
|
WEAPON_CHARGING,
|
|
WEAPON_CHARGING_ALT,
|
|
WEAPON_IDLE, //lowered
|
|
} weaponstate_t;
|
|
|
|
// pmove->pm_flags
|
|
#define PMF_DUCKED (1<<0)//1
|
|
#define PMF_JUMP_HELD (1<<1)//2
|
|
#define PMF_JUMPING (1<<2)//4 // yes, I really am in a jump -- Mike, you may want to come up with something better here since this is really a temp fix.
|
|
#define PMF_BACKWARDS_JUMP (1<<3)//8 // go into backwards land
|
|
#define PMF_BACKWARDS_RUN (1<<4)//16 // coast down to backwards run
|
|
#define PMF_TIME_LAND (1<<5)//32 // pm_time is time before rejump
|
|
#define PMF_TIME_KNOCKBACK (1<<6)//64 // pm_time is an air-accelerate only time
|
|
#define PMF_TIME_NOFRICTION (1<<7)//128 // pm_time is a no-friction time
|
|
#define PMF_TIME_WATERJUMP (1<<8)//256 // pm_time is waterjump
|
|
#define PMF_RESPAWNED (1<<9)//512 // clear after attack and jump buttons come up
|
|
#define PMF_USEFORCE_HELD (1<<10)//1024 // for debouncing the button
|
|
#define PMF_JUMP_DUCKED (1<<11)//2048 // viewheight changes in mid-air
|
|
#define PMF_TRIGGER_PUSHED (1<<12)//4096 // pushed by a trigger_push or other such thing - cannot force jump and will not take impact damage
|
|
#define PMF_STUCK_TO_WALL (1<<13)//8192 // grabbing a wall
|
|
#define PMF_SLOW_MO_FALL (1<<14)//16384 // Fall slower until hit ground
|
|
#define PMF_ATTACK_HELD (1<<15)//32768 // Holding down the attack button
|
|
#define PMF_ALT_ATTACK_HELD (1<<16)//65536 // Holding down the alt-attack button
|
|
#define PMF_BUMPED (1<<17)//131072 // Bumped into something
|
|
#define PMF_FORCE_FOCUS_HELD (1<<18)//262144 // Holding down the saberthrow/kick button
|
|
#define PMF_FIX_MINS (1<<19)//524288 // Mins raised for dual forward jump, fix them
|
|
#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK|PMF_TIME_NOFRICTION)
|
|
|
|
#if (defined(_XBOX) || defined(__GNUC__)) && !defined(_TRACE_FUNCTOR_T_DEFINED_)
|
|
// Function objects to replace the function pointers used for trace in pmove_t
|
|
// We can't have default arguments on function pointers, but this allows us to
|
|
// do the same thing with minimal impact elsewhere.
|
|
struct Trace_Functor_t
|
|
{
|
|
typedef void (*trace_func_t)(trace_t *, const vec3_t, const vec3_t, const vec3_t, const vec3_t,
|
|
const int, const int, const EG2_Collision, const int);
|
|
trace_func_t trace_func;
|
|
void operator()( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
|
|
const int passEntityNum, const int contentMask, const EG2_Collision eG2TraceType = (EG2_Collision)0, const int useLod = 0 )
|
|
{ trace_func(results, start, mins, maxs, end, passEntityNum, contentMask, eG2TraceType, useLod); }
|
|
const Trace_Functor_t &operator=(trace_func_t traceRHS)
|
|
{
|
|
trace_func = traceRHS;
|
|
return *this;
|
|
}
|
|
};
|
|
|
|
// Always create this class exactly once
|
|
#define _TRACE_FUNCTOR_T_DEFINED_
|
|
#endif
|
|
|
|
#define MAXTOUCH 32
|
|
typedef struct gentity_s gentity_t;
|
|
typedef struct {
|
|
// state (in / out)
|
|
playerState_t *ps;
|
|
|
|
// command (in)
|
|
usercmd_t cmd;
|
|
int tracemask; // collide against these types of surfaces
|
|
int debugLevel; // if set, diagnostic output will be printed
|
|
qboolean noFootsteps; // if the game is setup for no footsteps by the server
|
|
|
|
// results (out)
|
|
int numtouch;
|
|
int touchents[MAXTOUCH];
|
|
|
|
int useEvent;
|
|
|
|
vec3_t mins, maxs; // bounding box size
|
|
|
|
int watertype;
|
|
int waterlevel;
|
|
|
|
float xyspeed;
|
|
gentity_s *gent; // Pointer to entity in g_entities[]
|
|
|
|
// callbacks to test the world
|
|
// these will be different functions during game and cgame
|
|
#if defined(_XBOX) || defined(__GNUC__)
|
|
Trace_Functor_t trace;
|
|
#else
|
|
void (*trace)( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
|
|
const int passEntityNum, const int contentMask, const EG2_Collision eG2TraceType = (EG2_Collision)0, const int useLod = 0 );
|
|
#endif
|
|
int (*pointcontents)( const vec3_t point, int passEntityNum );
|
|
} pmove_t;
|
|
|
|
// if a full pmove isn't done on the client, you can just update the angles
|
|
void PM_UpdateViewAngles( playerState_t *ps, usercmd_t *cmd, gentity_t *gent );
|
|
void Pmove( pmove_t *pmove );
|
|
|
|
|
|
#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
|
|
|
|
#define SETANIM_BLEND_DEFAULT 100
|
|
|
|
void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags, int blendTime=SETANIM_BLEND_DEFAULT);
|
|
void PM_SetAnimFinal(int *torsoAnim,int *legsAnim,int type,int anim,int priority,int *torsoAnimTimer,int *legsAnimTimer,gentity_t *gent,int blendTime=SETANIM_BLEND_DEFAULT);
|
|
|
|
//===================================================================================
|
|
|
|
|
|
// player_state->persistant[] indexes
|
|
// these fields are the only part of player_state that isn't
|
|
// cleared on respawn
|
|
//
|
|
// NOTE!!! Even though this is an enum, the array that contains these uses #define MAX_PERSISTANT 16 in q_shared.h,
|
|
// so be careful how many you add since it'll just overflow without telling you -slc
|
|
//
|
|
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_TEAM,
|
|
PERS_SPAWN_COUNT, // incremented every respawn
|
|
// PERS_REWARD_COUNT, // incremented for each reward sound
|
|
PERS_ATTACKER, // clientnum of last damage inflicter
|
|
PERS_KILLED, // count of the number of times you died
|
|
|
|
PERS_ACCURACY_SHOTS, // scoreboard - number of player shots
|
|
PERS_ACCURACY_HITS, // scoreboard - number of player shots that hit an enemy
|
|
PERS_ENEMIES_KILLED, // scoreboard - number of enemies player killed
|
|
PERS_TEAMMATES_KILLED // scoreboard - number of teammates killed
|
|
} persEnum_t;
|
|
|
|
|
|
// entityState_t->eFlags
|
|
#define EF_HELD_BY_SAND_CREATURE 0x00000001 // In a sand creature's mouth
|
|
#define EF_HELD_BY_RANCOR 0x00000002 // Being held by Rancor
|
|
#define EF_TELEPORT_BIT 0x00000004 // toggled every time the origin abruptly changes
|
|
#define EF_SHADER_ANIM 0x00000008 // Animating shader (by s.frame)
|
|
#define EF_BOUNCE 0x00000010 // for missiles
|
|
#define EF_BOUNCE_HALF 0x00000020 // for missiles
|
|
#define EF_MISSILE_STICK 0x00000040 // missiles that stick to the wall.
|
|
#define EF_NODRAW 0x00000080 // may have an event, but no model (unspawned items)
|
|
#define EF_FIRING 0x00000100 // for lightning gun
|
|
#define EF_ALT_FIRING 0x00000200 // for alt-fires, mostly for lightning guns though
|
|
#define EF_VEH_BOARDING 0x00000400 // Whether a vehicle is being boarded or not.
|
|
#define EF_AUTO_SIZE 0x00000800 // CG_Ents will create the mins & max itself based on model bounds
|
|
#define EF_BOUNCE_SHRAPNEL 0x00001000 // special shrapnel flag
|
|
#define EF_USE_ANGLEDELTA 0x00002000 // Not used.
|
|
#define EF_ANIM_ALLFAST 0x00004000 // automatically cycle through all frames at 10hz
|
|
#define EF_ANIM_ONCE 0x00008000 // cycle through all frames just once then stop
|
|
#define EF_HELD_BY_WAMPA 0x00010000 // being held by the Wampa
|
|
#define EF_PROX_TRIP 0x00020000 // Proximity trip mine has been activated
|
|
#define EF_LOCKED_TO_WEAPON 0x00040000 // When we use an emplaced weapon, we turn this on to lock us to that weapon
|
|
|
|
//rest not sent over net?
|
|
|
|
#define EF_PERMANENT 0x00080000 // this entity is permanent and is never updated (sent only in the game state)
|
|
#define EF_SPOTLIGHT 0x00100000 // Your lights are on...
|
|
#define EF_PLANTED_CHARGE 0x00200000 // For detpack charge
|
|
#define EF_POWERING_ROSH 0x00400000 // Only for Twins powering up Rosh
|
|
#define EF_FORCE_VISIBLE 0x00800000 // Always visible with force sight
|
|
#define EF_IN_ATST 0x01000000 // Driving an ATST
|
|
#define EF_DISINTEGRATION 0x02000000 // Disruptor effect
|
|
#define EF_LESS_ATTEN 0x04000000 // Use less sound attenuation (louder even when farther).
|
|
#define EF_JETPACK_ACTIVE 0x08000000 // Not used
|
|
#define EF_DISABLE_SHADER_ANIM 0x10000000 // Normally shader animation chugs along, but movers can force shader animation to be on frame 1
|
|
#define EF_FORCE_GRIPPED 0x20000000 // Force gripped effect
|
|
#define EF_FORCE_DRAINED 0x40000000 // Force drained effect
|
|
#define EF_BLOCKED_MOVER 0x80000000 // for movers that are blocked - shared with previous
|
|
|
|
typedef enum {
|
|
PW_NONE,
|
|
PW_QUAD,// This can go away
|
|
PW_BATTLESUIT,
|
|
PW_HASTE,// This can go away
|
|
PW_CLOAKED,
|
|
PW_UNCLOAKING,
|
|
PW_DISRUPTION,
|
|
PW_GALAK_SHIELD,
|
|
// PW_WEAPON_OVERCHARGE,
|
|
PW_SEEKER,
|
|
PW_SHOCKED,//electricity effect
|
|
PW_DRAINED,//drain effect
|
|
PW_DISINT_2,//ghost
|
|
PW_INVINCIBLE,
|
|
PW_FORCE_PUSH,
|
|
PW_FORCE_PUSH_RHAND,
|
|
|
|
PW_NUM_POWERUPS
|
|
} powerup_t;
|
|
|
|
#define PW_REMOVE_AT_DEATH ((1<<PW_QUAD)|(1<<PW_BATTLESUIT)|(1<<PW_HASTE)|(1<<PW_CLOAKED)|(1<<PW_UNCLOAKING)|(1<<PW_UNCLOAKING)|(1<<PW_GALAK_SHIELD)|(1<<PW_DISINT_2)|(1<<PW_INVINCIBLE)|(1<<PW_SEEKER))
|
|
// entityState_t->event values
|
|
// entity events are for effects that take place relative
|
|
// 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)
|
|
|
|
typedef enum {
|
|
EV_NONE,
|
|
|
|
EV_FOOTSTEP,
|
|
EV_FOOTSTEP_METAL,
|
|
EV_FOOTSPLASH,
|
|
EV_FOOTWADE,
|
|
EV_SWIM,
|
|
|
|
EV_STEP_4,
|
|
EV_STEP_8,
|
|
EV_STEP_12,
|
|
EV_STEP_16,
|
|
|
|
EV_FALL_SHORT,
|
|
EV_FALL_MEDIUM,
|
|
EV_FALL_FAR,
|
|
|
|
EV_JUMP,
|
|
EV_ROLL,
|
|
EV_WATER_TOUCH, // foot touches
|
|
EV_WATER_LEAVE, // foot leaves
|
|
EV_WATER_UNDER, // head touches
|
|
EV_WATER_CLEAR, // head leaves
|
|
EV_WATER_GURP1, // need air 1
|
|
EV_WATER_GURP2, // need air 2
|
|
EV_WATER_DROWN, // drowned
|
|
EV_LAVA_TOUCH, // foot touches
|
|
EV_LAVA_LEAVE, // foot leaves
|
|
EV_LAVA_UNDER, // head touches
|
|
|
|
EV_ITEM_PICKUP,
|
|
|
|
EV_NOAMMO,
|
|
EV_CHANGE_WEAPON,
|
|
EV_FIRE_WEAPON,
|
|
EV_ALT_FIRE,
|
|
EV_POWERUP_SEEKER_FIRE,
|
|
EV_POWERUP_BATTLESUIT,
|
|
EV_USE,
|
|
|
|
EV_REPLICATOR,
|
|
|
|
EV_BATTERIES_CHARGED,
|
|
|
|
EV_GRENADE_BOUNCE, // eventParm will be the soundindex
|
|
EV_MISSILE_STICK, // eventParm will be the soundindex
|
|
|
|
EV_BMODEL_SOUND,
|
|
EV_GENERAL_SOUND,
|
|
EV_GLOBAL_SOUND, // no attenuation
|
|
|
|
#ifdef _IMMERSION
|
|
EV_ENTITY_FORCE,
|
|
EV_AREA_FORCE,
|
|
EV_GLOBAL_FORCE,
|
|
EV_FORCE_STOP,
|
|
#endif // _IMMERSION
|
|
EV_PLAY_EFFECT,
|
|
EV_PLAY_MUZZLE_EFFECT,
|
|
EV_STOP_EFFECT,
|
|
|
|
EV_TARGET_BEAM_DRAW,
|
|
|
|
EV_DISRUPTOR_MAIN_SHOT,
|
|
EV_DISRUPTOR_SNIPER_SHOT,
|
|
EV_DISRUPTOR_SNIPER_MISS,
|
|
|
|
EV_DEMP2_ALT_IMPACT,
|
|
//NEW for JKA weapons:
|
|
EV_CONC_ALT_SHOT,
|
|
EV_CONC_ALT_MISS,
|
|
//END JKA weapons
|
|
EV_PAIN,
|
|
EV_DEATH1,
|
|
EV_DEATH2,
|
|
EV_DEATH3,
|
|
|
|
EV_MISSILE_HIT,
|
|
EV_MISSILE_MISS,
|
|
|
|
EV_DISINTEGRATION,
|
|
|
|
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_USE_ITEM,
|
|
|
|
EV_USE_INV_BINOCULARS,
|
|
EV_USE_INV_BACTA,
|
|
EV_USE_INV_SEEKER,
|
|
EV_USE_INV_LIGHTAMP_GOGGLES,
|
|
EV_USE_INV_SENTRY,
|
|
|
|
EV_USE_FORCE,
|
|
|
|
EV_DRUGGED, // hit by an interrogator
|
|
|
|
EV_DEBUG_LINE,
|
|
EV_KOTHOS_BEAM,
|
|
|
|
|
|
} entity_event_t;
|
|
|
|
#pragma pack(push, 1)
|
|
typedef struct animation_s {
|
|
unsigned short firstFrame;
|
|
unsigned short numFrames;
|
|
short frameLerp; // msec between frames
|
|
//initial lerp is abs(frameLerp)
|
|
signed char loopFrames; // 0 to numFrames, -1 = no loop
|
|
unsigned char glaIndex;
|
|
} animation_t;
|
|
#pragma pack(pop)
|
|
|
|
#ifdef _XBOX
|
|
// Feel free to re-increase this if necessary, worst case right now is vjun3 -> 9
|
|
#define MAX_ANIM_FILES 10
|
|
#else
|
|
#define MAX_ANIM_FILES 16
|
|
#endif
|
|
#define MAX_ANIM_EVENTS 300
|
|
|
|
//size of Anim eventData array...
|
|
#define MAX_RANDOM_ANIM_SOUNDS 8
|
|
#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;
|
|
|
|
#ifdef _XBOX
|
|
#pragma pack(push, 1)
|
|
#endif
|
|
typedef struct animevent_s
|
|
{
|
|
animEventType_t eventType;
|
|
signed short modelOnly; //event is specific to a modelname to skeleton
|
|
unsigned short glaIndex;
|
|
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;
|
|
#ifdef _XBOX
|
|
#pragma pack(pop)
|
|
#endif
|
|
|
|
typedef enum
|
|
{
|
|
FOOTSTEP_R,
|
|
FOOTSTEP_L,
|
|
FOOTSTEP_HEAVY_R,
|
|
FOOTSTEP_HEAVY_L,
|
|
NUM_FOOTSTEP_TYPES
|
|
} footstepType_t;
|
|
|
|
// means of death
|
|
typedef enum {
|
|
|
|
MOD_UNKNOWN,
|
|
|
|
// weapons
|
|
MOD_SABER,
|
|
MOD_BRYAR,
|
|
MOD_BRYAR_ALT,
|
|
MOD_BLASTER,
|
|
MOD_BLASTER_ALT,
|
|
MOD_DISRUPTOR,
|
|
MOD_SNIPER,
|
|
MOD_BOWCASTER,
|
|
MOD_BOWCASTER_ALT,
|
|
MOD_REPEATER,
|
|
MOD_REPEATER_ALT,
|
|
MOD_DEMP2,
|
|
MOD_DEMP2_ALT,
|
|
MOD_FLECHETTE,
|
|
MOD_FLECHETTE_ALT,
|
|
MOD_ROCKET,
|
|
MOD_ROCKET_ALT,
|
|
//NEW for JKA weapons:
|
|
MOD_CONC,
|
|
MOD_CONC_ALT,
|
|
//END JKA weapons.
|
|
MOD_THERMAL,
|
|
MOD_THERMAL_ALT,
|
|
MOD_DETPACK,
|
|
MOD_LASERTRIP,
|
|
MOD_LASERTRIP_ALT,
|
|
MOD_MELEE,
|
|
MOD_SEEKER,
|
|
MOD_FORCE_GRIP,
|
|
MOD_FORCE_LIGHTNING,
|
|
MOD_FORCE_DRAIN,
|
|
MOD_EMPLACED,
|
|
|
|
// world / generic
|
|
MOD_ELECTROCUTE,
|
|
MOD_EXPLOSIVE,
|
|
MOD_EXPLOSIVE_SPLASH,
|
|
MOD_KNOCKOUT,
|
|
MOD_ENERGY,
|
|
MOD_ENERGY_SPLASH,
|
|
MOD_WATER,
|
|
MOD_SLIME,
|
|
MOD_LAVA,
|
|
MOD_CRUSH,
|
|
MOD_IMPACT,
|
|
MOD_FALLING,
|
|
MOD_SUICIDE,
|
|
MOD_TRIGGER_HURT,
|
|
MOD_GAS,
|
|
|
|
NUM_MODS,
|
|
|
|
} meansOfDeath_t;
|
|
|
|
|
|
//---------------------------------------------------------
|
|
|
|
// gitem_t->type
|
|
typedef enum
|
|
{
|
|
IT_BAD,
|
|
IT_WEAPON,
|
|
IT_AMMO,
|
|
IT_ARMOR,
|
|
IT_HEALTH,
|
|
IT_HOLDABLE,
|
|
IT_BATTERY,
|
|
IT_HOLOCRON,
|
|
|
|
} itemType_t;
|
|
|
|
|
|
|
|
typedef struct gitem_s {
|
|
char *classname; // spawning name
|
|
char *pickup_sound;
|
|
char *world_model;
|
|
|
|
char *icon;
|
|
|
|
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
|
|
vec3_t mins; // Bbox
|
|
vec3_t maxs; // Bbox
|
|
#ifdef _IMMERSION
|
|
char *pickup_force;
|
|
char *forces;
|
|
#endif // _IMMERSION
|
|
} gitem_t;
|
|
|
|
// included in both the game dll and the client
|
|
extern gitem_t bg_itemlist[];
|
|
extern const int bg_numItems;
|
|
|
|
|
|
//==============================================================================
|
|
|
|
/*
|
|
typedef struct ginfoitem_s
|
|
{
|
|
char *infoString;// Text message
|
|
vec3_t color; // Text color
|
|
|
|
} ginfoitem_t;
|
|
*/
|
|
|
|
//==============================================================================
|
|
|
|
extern weaponData_t weaponData[];
|
|
|
|
//==============================================================================
|
|
extern ammoData_t ammoData[];
|
|
|
|
//==============================================================================
|
|
|
|
gitem_t *FindItem( const char *className );
|
|
gitem_t *FindItemForWeapon( weapon_t weapon );
|
|
gitem_t *FindItemForInventory( int inv );
|
|
|
|
#define ITEM_INDEX(x) ((x)-bg_itemlist)
|
|
|
|
qboolean BG_CanItemBeGrabbed( const entityState_t *ent, const playerState_t *ps );
|
|
|
|
|
|
// 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_OPAQUE|CONTENTS_SLIME|CONTENTS_LAVA)//was CONTENTS_SOLID, not CONTENTS_OPAQUE...?
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE|CONTENTS_SHOTCLIP|CONTENTS_TERRAIN)
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
//
|
|
// entityState_t->eType
|
|
//
|
|
typedef enum {
|
|
ET_GENERAL,
|
|
ET_PLAYER,
|
|
ET_ITEM,
|
|
ET_MISSILE,
|
|
ET_MOVER,
|
|
ET_BEAM,
|
|
ET_PORTAL,
|
|
ET_SPEAKER,
|
|
ET_PUSH_TRIGGER,
|
|
ET_TELEPORT_TRIGGER,
|
|
ET_INVISIBLE,
|
|
ET_THINKER,
|
|
ET_CLOUD, // dumb
|
|
ET_TERRAIN,
|
|
|
|
ET_EVENTS // any of the EV_* events can be added freestanding
|
|
// by setting eType to ET_EVENTS + eventNum
|
|
// this avoids having to set eFlags and eventNum
|
|
} entityType_t;
|
|
|
|
|
|
|
|
void EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result );
|
|
void EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result );
|
|
|
|
void AddEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );
|
|
int CurrentPlayerstateEvent( playerState_t *ps );
|
|
|
|
void PlayerStateToEntityState( playerState_t *ps, entityState_t *s );
|
|
|
|
qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
|
|
|
|
#endif//#ifndef __BG_PUBLIC_H__
|