// 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" #define GAME_VERSION "basejk-1" #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 // // 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 // these are also in be_aas_def.h - argh (rjr) #define CS_MODELS 32 #define CS_SOUNDS (CS_MODELS+MAX_MODELS) #define CS_PLAYERS (CS_SOUNDS+MAX_SOUNDS) /* Ghoul2 Insert Start */ #define CS_CHARSKINS (CS_PLAYERS+MAX_CLIENTS) /* Ghoul2 Insert End */ #define CS_LOCATIONS (CS_CHARSKINS+MAX_CHARSKINS) #define CS_PARTICLES (CS_LOCATIONS+MAX_LOCATIONS) #define CS_EFFECTS (CS_PARTICLES+MAX_LOCATIONS) #define CS_LIGHT_STYLES (CS_EFFECTS + MAX_FX) #define CS_STRING_PACKAGES (CS_LIGHT_STYLES + (MAX_LIGHT_STYLES*3)) #define CS_MAX (CS_STRING_PACKAGES+MAX_STRING_PACKAGES) #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_LLEG, G2_MODELPART_RLEG } g2ModelParts_t; #define G2_MODEL_PART 50 typedef enum { HANDEXTEND_NONE = 0, HANDEXTEND_FORCEPUSH, HANDEXTEND_FORCEPULL, HANDEXTEND_FORCEGRIP, HANDEXTEND_SABERPULL, HANDEXTEND_CHOKE, //use handextend priorities to choke someone being gripped HANDEXTEND_WEAPONREADY, HANDEXTEND_DODGE, HANDEXTEND_KNOCKDOWN, HANDEXTEND_DUELCHALLENGE, HANDEXTEND_TAUNT } forceHandAnims_t; typedef enum { GT_FFA, // free for all GT_HOLOCRON, // holocron ffa GT_JEDIMASTER, // jedi master GT_TOURNAMENT, // one on one tournament GT_SINGLE_PLAYER, // single player ffa //-- team games go after this -- GT_TEAM, // team deathmatch GT_SAGA, // saga GT_CTF, // capture the flag GT_CTY, GT_MAX_GAME_TYPE } gametype_t; typedef enum { GENDER_MALE, GENDER_FEMALE, GENDER_NEUTER } gender_t; extern vec3_t WP_MuzzlePoint[WP_NUM_WEAPONS]; extern int forcePowerSorted[NUM_FORCE_POWERS]; /* =================================================================================== 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 struct animation_s { int firstFrame; int numFrames; int loopFrames; // 0 to numFrames int frameLerp; // msec between frames int initialLerp; // msec to get to first frame int reversed; // true if animation is reversed int flipflop; // true if animation should flipflop back to base } animation_t; // flip the togglebit every time an animation // changes so a restart of the same anim can be detected #define ANIM_TOGGLEBIT 2048 // Maximum number of animation sequences is 2048 (0-2047). 12th bit is the toggle typedef enum { PM_NORMAL, // can accelerate and turn 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_DISCIPLE, FORCE_MASTERY_JEDI, FORCE_MASTERY_JEDI_ADEPT, FORCE_MASTERY_JEDI_MASTER, FORCE_MASTERY_JEDI_LORD, NUM_FORCE_MASTERY_LEVELS }; extern char *forceMasteryLevels[NUM_FORCE_MASTERY_LEVELS]; extern int forceMasteryPoints[NUM_FORCE_MASTERY_LEVELS]; // 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_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_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK) #define MAXTOUCH 32 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 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; 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 ); playerState_t *bgClients[MAX_CLIENTS]; } pmove_t; 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); //=================================================================================== // player_state->stats[] indexes // NOTE: may not have more than 16 typedef enum { STAT_HEALTH, STAT_HOLDABLE_ITEM, STAT_HOLDABLE_ITEMS, STAT_PERSISTANT_POWERUP, STAT_WEAPONS, // 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_DEAD 0x00000001 // don't draw a foe marker over players with EF_DEAD #define EF_BOUNCE_SHRAPNEL 0x00000002 // special shrapnel flag #define EF_TELEPORT_BIT 0x00000004 // toggled every time the origin abruptly changes #define EF_AWARD_EXCELLENT 0x00000008 // draw an excellent sprite #define EF_PLAYER_EVENT 0x00000010 #define EF_BOUNCE 0x00000010 // for missiles #define EF_BOUNCE_HALF 0x00000020 // for missiles #define EF_AWARD_GAUNTLET 0x00000040 // draw a gauntlet sprite #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_MOVER_STOP 0x00000400 // will push otherwise #define EF_AWARD_CAP 0x00000800 // draw the capture sprite #define EF_TALK 0x00001000 // draw a talk balloon #define EF_CONNECTION 0x00002000 // draw a connection trouble sprite #define EF_VOTED 0x00004000 // already cast a vote #define EF_AWARD_IMPRESSIVE 0x00008000 // draw an impressive sprite #define EF_AWARD_DEFEND 0x00010000 // draw a defend sprite #define EF_AWARD_ASSIST 0x00020000 // draw a assist sprite #define EF_AWARD_DENIED 0x00040000 // denied #define EF_TEAMVOTED 0x00080000 // already cast a team vote #define EF_SEEKERDRONE 0x00100000 // show seeker drone floating around head #define EF_MISSILE_STICK 0x00200000 // missiles that stick to the wall. #define EF_ITEMPLACEHOLDER 0x00400000 // item effect #define EF_SOUNDTRACKER 0x00800000 // sound position needs to be updated in relation to another entity #define EF_DROPPEDWEAPON 0x01000000 // it's a dropped weapon #define EF_DISINTEGRATION 0x02000000 // being disintegrated by the disruptor #define EF_INVULNERABLE 0x04000000 // just spawned in or whatever, so is protected typedef enum { EFFECT_NONE = 0, EFFECT_SMOKE, EFFECT_EXPLOSION, EFFECT_SPARK_EXPLOSION, EFFECT_EXPLOSION_TRIPMINE, EFFECT_EXPLOSION_DETPACK, EFFECT_EXPLOSION_FLECHETTE, EFFECT_STUNHIT, EFFECT_EXPLOSION_DEMP2ALT, EFFECT_MAX } effectTypes_t; // NOTE: may not have more than 16 typedef enum { PW_NONE, PW_QUAD, PW_BATTLESUIT, PW_HASTE, //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_FORCE_LIGHTNING, PW_FORCE_ENLIGHTENED_LIGHT, PW_FORCE_ENLIGHTENED_DARK, PW_FORCE_BOON, PW_YSALIMARI, PW_NUM_POWERUPS } powerup_t; typedef enum { HI_NONE, HI_SEEKER, HI_SHIELD, HI_MEDPAC, HI_DATAPAD, HI_BINOCULARS, HI_SENTRY_GUN, HI_NUM_HOLDABLE } 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 { 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_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_NOAMMO, EV_CHANGE_WEAPON, EV_FIRE_WEAPON, EV_ALT_FIRE, EV_SABER_ATTACK, EV_SABER_HIT, EV_SABER_BLOCK, 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_SCREENSHAKE, 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_MUTE_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_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_SAGA_ROUNDOVER, EV_SAGA_OBJECTIVECOMPLETE, EV_DESTROY_GHOUL2_INSTANCE, EV_DESTROY_WEAPON_MODEL, EV_GIVE_NEW_RANK, EV_SET_FREE_SABER, EV_WEAPON_CHARGE, EV_WEAPON_CHARGE_ALT, EV_SHIELD_HIT, EV_DEBUG_LINE, EV_TESTLINE, EV_STOPLOOPINGSOUND, EV_STARTLOOPINGSOUND, EV_TAUNT, EV_TAUNT_YES, EV_TAUNT_NO, EV_TAUNT_FOLLOWME, EV_TAUNT_GETFLAG, EV_TAUNT_GUARDBASE, EV_TAUNT_PATROL, EV_BODY_QUEUE_COPY, } 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 } team_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_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_FORCE_DARK, MOD_SENTRY, MOD_WATER, MOD_SLIME, MOD_LAVA, MOD_CRUSH, MOD_TELEFRAG, MOD_FALLING, MOD_SUICIDE, MOD_TARGET_LASER, MOD_TRIGGER_HURT, 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 } 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 } gitem_t; // included in both the game dll and the client extern gitem_t bg_itemlist[]; extern int bg_numItems; gitem_t *BG_FindItem( const char *pickupName ); 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 ); #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 // content masks #define MASK_ALL (-1) #define MASK_SOLID (CONTENTS_SOLID) #define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY) #define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP) #define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME) #define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA) #define MASK_SHOT (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE) // // 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_GRAPPLE, // grapple hooked on wall ET_TEAM, ET_BODY, 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; // 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 typedef enum { // 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_A_LUNGE, LS_A_JUMP_T__B_, LS_A_FLIP_STAB, LS_A_FLIP_SLASH, //starts LS_S_TL2BR,//26 LS_S_L2R, LS_S_BL2TR,//# Start of attack chaining to SLASH LR2UL LS_S_BR2TL,//# Start of attack chaining to SLASH LR2UL LS_S_R2L, LS_S_TR2BL, LS_S_T2B, //returns LS_R_TL2BR,//33 LS_R_L2R, LS_R_BL2TR, LS_R_BR2TL, LS_R_R2L, LS_R_TR2BL, LS_R_T2B, //transitions LS_T1_BR__R,//40 LS_T1_BR_TR, LS_T1_BR_T_, LS_T1_BR_TL, LS_T1_BR__L, LS_T1_BR_BL, LS_T1__R_BR,//46 LS_T1__R_TR, LS_T1__R_T_, LS_T1__R_TL, LS_T1__R__L, LS_T1__R_BL, LS_T1_TR_BR,//52 LS_T1_TR__R, LS_T1_TR_T_, LS_T1_TR_TL, LS_T1_TR__L, LS_T1_TR_BL, LS_T1_T__BR,//58 LS_T1_T___R, LS_T1_T__TR, LS_T1_T__TL, LS_T1_T___L, LS_T1_T__BL, LS_T1_TL_BR,//64 LS_T1_TL__R, LS_T1_TL_TR, LS_T1_TL_T_, LS_T1_TL__L, LS_T1_TL_BL, LS_T1__L_BR,//70 LS_T1__L__R, LS_T1__L_TR, LS_T1__L_T_, LS_T1__L_TL, LS_T1__L_BL, LS_T1_BL_BR,//76 LS_T1_BL__R, LS_T1_BL_TR, LS_T1_BL_T_, LS_T1_BL_TL, LS_T1_BL__L, //Bounces LS_B1_BR, LS_B1__R, LS_B1_TR, LS_B1_T_, LS_B1_TL, LS_B1__L, LS_B1_BL, //Deflected attacks LS_D1_BR, LS_D1__R, LS_D1_TR, LS_D1_T_, LS_D1_TL, LS_D1__L, LS_D1_BL, LS_D1_B_, //Reflected attacks LS_V1_BR, LS_V1__R, LS_V1_TR, LS_V1_T_, LS_V1_TL, LS_V1__L, LS_V1_BL, LS_V1_B_, // Broken parries LS_H1_T_,// LS_H1_TR, LS_H1_TL, LS_H1_BR, LS_H1_B_, LS_H1_BL, // Knockaways LS_K1_T_,// LS_K1_TR, LS_K1_TL, LS_K1_BR, LS_K1_BL, // Parries LS_PARRY_UP,// LS_PARRY_UR, LS_PARRY_UL, LS_PARRY_LR, LS_PARRY_LL, // Projectile Reflections LS_REFLECT_UP,// LS_REFLECT_UR, LS_REFLECT_UL, LS_REFLECT_LR, LS_REFLECT_LL, LS_MOVE_MAX// } saberMoveName_t; typedef enum { Q_BR, Q_R, Q_TR, Q_T, Q_TL, Q_L, Q_BL, Q_B, Q_NUM_QUADS } saberQuadrant_t; typedef struct { char *name; int animToUse; int startQuad; int endQuad; unsigned animSetFlags; int blendTime; int blocking; saberMoveName_t chain_idle; // What move to call if the attack button is not pressed at the end of this anim saberMoveName_t chain_attack; // What move to call if the attack button (and nothing else) is pressed qboolean trailLength; } saberMoveData_t; extern saberMoveData_t saberMoveData[LS_MOVE_MAX]; //BG anim utility functions: qboolean BG_InSpecialJump( int anim ); qboolean BG_InSaberStandAnim( int anim ); qboolean BG_DirectFlippingAnim( int anim ); qboolean BG_SaberInAttack( int move ); qboolean BG_SaberInSpecial( int move ); qboolean BG_SaberInIdle( int move ); qboolean BG_FlippingAnim( int anim ); qboolean BG_SpinningSaberAnim( int anim ); qboolean BG_SaberInSpecialAttack( int anim ); qboolean BG_InRoll( playerState_t *ps, int anim ); qboolean BG_InDeathAnim( int anim ); void BG_SaberStartTransAnim( int saberAnimLevel, int anim, float *animSpeed ); 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 ); void BG_G2PlayerAngles( vec3_t startAngles, vec3_t legs[3], vec3_t legsAngles, int painTime, int painDirection, int currentTime, qboolean *torso_yawing, float *torso_yawAngle, qboolean *torso_pitching, float *torso_pitchAngle, qboolean *legs_yawing, float *legs_yawAngle, int frameTime, vec3_t velocity, int legsAnim, int torsoAnim, qboolean dead, float movementDir, void *ghoul2, qhandle_t *modelList, int weapon); qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime ); qboolean BG_ParseAnimationFile( const char *filename, animation_t *animations); int BG_GetItemIndexByTag(int tag, int type); qboolean BG_HasYsalimari(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 ); extern int WeaponReadyAnim[WP_NUM_WEAPONS]; extern int WeaponAttackAnim[WP_NUM_WEAPONS]; extern int forcePowerDarkLight[NUM_FORCE_POWERS]; #define ARENAS_PER_TIER 4 #define MAX_ARENAS 1024 #define MAX_ARENAS_TEXT 8192 #define MAX_BOTS 1024 #define MAX_BOTS_TEXT 8192 #endif //__BG_PUBLIC_H__