mirror of
https://github.com/ioquake/jedi-outcast.git
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966 lines
27 KiB
C
966 lines
27 KiB
C
#ifndef __G_SHARED_H__
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#define __G_SHARED_H__
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#include "bg_public.h"
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#include "g_public.h"
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#include "b_public.h"
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#include "../icarus/icarus.h"
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#include "../renderer/tr_types.h"
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#include "../cgame/cg_public.h"
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#include "bset.h"
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#define FOFS(x) ((int)&(((gentity_t *)0)->x))
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typedef enum
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{
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HL_NONE = 0,
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HL_FOOT_RT,
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HL_FOOT_LT,
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HL_LEG_RT,
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HL_LEG_LT,
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HL_WAIST,
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HL_BACK_RT,
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HL_BACK_LT,
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HL_BACK,
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HL_CHEST_RT,
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HL_CHEST_LT,
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HL_CHEST,
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HL_ARM_RT,
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HL_ARM_LT,
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HL_HAND_RT,
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HL_HAND_LT,
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HL_HEAD,
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HL_GENERIC1,
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HL_GENERIC2,
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HL_GENERIC3,
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HL_GENERIC4,
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HL_GENERIC5,
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HL_GENERIC6,
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HL_MAX
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};
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typedef enum //# taskID_e
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{
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TID_CHAN_VOICE = 0, // Waiting for a voice sound to complete
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TID_ANIM_UPPER, // Waiting to finish a lower anim holdtime
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TID_ANIM_LOWER, // Waiting to finish a lower anim holdtime
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TID_ANIM_BOTH, // Waiting to finish lower and upper anim holdtimes or normal md3 animating
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TID_MOVE_NAV, // Trying to get to a navgoal or For ET_MOVERS
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TID_ANGLE_FACE, // Turning to an angle or facing
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TID_BSTATE, // Waiting for a certain bState to finish
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TID_LOCATION, // Waiting for ent to enter a specific trigger_location
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// TID_MISSIONSTATUS, // Waiting for player to finish reading MISSION STATUS SCREEN
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TID_RESIZE, // Waiting for clear bbox to inflate size
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TID_SHOOT, // Waiting for fire event
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NUM_TIDS, // for def of taskID array
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} taskID_t;
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typedef enum //# material_e
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{
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MAT_METAL = 0, // scorched blue-grey metal
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MAT_GLASS, // not a real chunk type, just plays an effect with glass sprites
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MAT_ELECTRICAL, // sparks only
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MAT_ELEC_METAL, // sparks/electrical type metal
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MAT_DRK_STONE, // brown
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MAT_LT_STONE, // tan
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MAT_GLASS_METAL,// glass sprites and METAl chunk
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MAT_METAL2, // electrical metal type
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MAT_NONE, // no chunks
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MAT_GREY_STONE, // grey
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MAT_METAL3, // METAL and METAL2 chunks
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MAT_CRATE1, // yellow multi-colored crate chunks
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MAT_GRATE1, // grate chunks
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MAT_ROPE, // for yavin trial...no chunks, just wispy bits
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MAT_CRATE2, // read multi-colored crate chunks
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MAT_WHITE_METAL,// white angular chunks
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NUM_MATERIALS
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} material_t;
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//===From cg_local.h================================================
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#define DEFAULT_HEADMODEL ""
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#define DEFAULT_TORSOMODEL ""
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#define DEFAULT_LEGSMODEL "mouse"
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// each client has an associated clientInfo_t
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// that contains media references necessary to present the
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// client model and other color coded effects
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// this is regenerated each time a userinfo configstring changes
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#define MAX_CUSTOM_BASIC_SOUNDS 14
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#define MAX_CUSTOM_COMBAT_SOUNDS 17
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#define MAX_CUSTOM_EXTRA_SOUNDS 36
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#define MAX_CUSTOM_JEDI_SOUNDS 22
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#define MAX_CUSTOM_SOUNDS (MAX_CUSTOM_JEDI_SOUNDS + MAX_CUSTOM_EXTRA_SOUNDS + MAX_CUSTOM_COMBAT_SOUNDS + MAX_CUSTOM_BASIC_SOUNDS)
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// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
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typedef struct {
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qboolean infoValid;
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char name[MAX_QPATH];
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team_t team;
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int score; // updated by score servercmds
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int handicap;
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qhandle_t legsModel;
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qhandle_t legsSkin;
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qhandle_t torsoModel;
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qhandle_t torsoSkin;
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qhandle_t headModel;
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qhandle_t headSkin;
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qboolean extensions; // do we have extra face skins ?
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int animFileIndex;
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sfxHandle_t sounds[MAX_CUSTOM_SOUNDS];
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char *customBasicSoundDir;
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char *customCombatSoundDir;
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char *customExtraSoundDir;
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char *customJediSoundDir;
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} clientInfo_t;
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//==================================================================
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typedef enum
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{
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MOVER_POS1,
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MOVER_POS2,
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MOVER_1TO2,
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MOVER_2TO1
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} moverState_t;
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// Rendering information structure
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// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
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typedef struct modelInfo_s
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{
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int modelIndex;
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vec3_t customRGB;//Red Green Blue, 0 = don't apply
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int customAlpha;//Alpha to apply, 0 = none?
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} modelInfo_t;
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typedef enum
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{
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MODEL_LEGS = 0,
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MODEL_TORSO,
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MODEL_HEAD,
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MODEL_WEAPON1,
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MODEL_WEAPON2,
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MODEL_WEAPON3,
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MODEL_EXTRA1,
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MODEL_EXTRA2,
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NUM_TARGET_MODELS
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} targetModel_t;
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//renderFlags
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#define RF_LOCKEDANGLE 1
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// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
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typedef struct renderInfo_s
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{
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// Legs model, or full model on one piece entities
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union
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{
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modelInfo_t legsModel;
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modelInfo_t model;
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};
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union
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{
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char legsModelName[32]; // -slc[]
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char modelName[32]; // -slc[]
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};
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// Models for the other pieces (not used by one piece models)
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modelInfo_t torsoModel;
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modelInfo_t headModel;
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char torsoModelName[32]; // -slc[]
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char headModelName[32]; // -slc[]
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//In whole degrees, How far to let the different model parts yaw and pitch
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int headYawRangeLeft;
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int headYawRangeRight;
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int headPitchRangeUp;
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int headPitchRangeDown;
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int torsoYawRangeLeft;
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int torsoYawRangeRight;
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int torsoPitchRangeUp;
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int torsoPitchRangeDown;
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int legsFrame;
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int torsoFrame;
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float legsFpsMod;
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float torsoFpsMod;
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//Fields to apply to entire model set, individual model's equivalents will modify this value
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vec3_t customRGB;//Red Green Blue, 0 = don't apply
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int customAlpha;//Alpha to apply, 0 = none?
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//RF?
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int renderFlags;
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//
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vec3_t muzzlePoint;
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vec3_t muzzleDir;
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vec3_t muzzlePointOld;
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vec3_t muzzleDirOld;
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//vec3_t muzzlePointNext; // Muzzle point one server frame in the future!
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//vec3_t muzzleDirNext;
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int mPCalcTime;//Last time muzzle point was calced
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//
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float lockYaw;//
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//
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vec3_t headPoint;//Where your tag_head is
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vec3_t headAngles;//where the tag_head in the torso is pointing
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vec3_t handRPoint;//where your right hand is
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vec3_t handLPoint;//where your left hand is
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vec3_t crotchPoint;//Where your crotch is
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vec3_t footRPoint;//where your right hand is
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vec3_t footLPoint;//where your left hand is
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vec3_t torsoPoint;//Where your chest is
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vec3_t torsoAngles;//Where the chest is pointing
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vec3_t eyePoint;//Where your eyes are
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vec3_t eyeAngles;//Where your eyes face
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int lookTarget;//Which ent to look at with lookAngles
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lookMode_t lookMode;
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int lookTargetClearTime;//Time to clear the lookTarget
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int lastVoiceVolume;//Last frame's voice volume
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vec3_t lastHeadAngles;//Last headAngles, NOT actual facing of head model
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vec3_t headBobAngles;//headAngle offsets
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vec3_t targetHeadBobAngles;//head bob angles will try to get to targetHeadBobAngles
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int lookingDebounceTime;//When we can stop using head looking angle behavior
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float legsYaw;//yaw angle your legs are actually rendering at
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} renderInfo_t;
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// Movement information structure
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/*
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typedef struct moveInfo_s // !!!!!!!!!! LOADSAVE-affecting struct !!!!!!!!
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{
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vec3_t desiredAngles; // Desired facing angles
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float speed; // Speed of movement
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float aspeed; // Speed of angular movement
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vec3_t moveDir; // Direction of movement
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vec3_t velocity; // movement velocity
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int flags; // Special state flags
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} moveInfo_t;
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*/
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typedef enum {
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CON_DISCONNECTED,
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CON_CONNECTING,
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CON_CONNECTED
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} clientConnected_t;
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typedef enum {
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TEAM_BEGIN, // Beginning a team game, spawn at base
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TEAM_ACTIVE // Now actively playing
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} playerTeamStateState_t;
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/*
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typedef enum //# race_e
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{
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RACE_NONE = 0,
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RACE_HUMAN,
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RACE_BORG,
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RACE_KLINGON,
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RACE_HIROGEN,
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RACE_MALON,
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RACE_STASIS,
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RACE_8472,
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RACE_BOT,
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RACE_HARVESTER,
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RACE_REAVER,
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RACE_AVATAR,
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RACE_PARASITE,
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RACE_VULCAN,
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RACE_BETAZOID,
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RACE_BOLIAN,
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RACE_TALAXIAN,
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RACE_BAJORAN,
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RACE_HOLOGRAM
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} race_t;
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*/
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// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
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typedef struct {
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playerTeamStateState_t state;
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int captures;
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int basedefense;
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int carrierdefense;
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int flagrecovery;
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int fragcarrier;
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int assists;
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float lasthurtcarrier;
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float lastreturnedflag;
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float flagsince;
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float lastfraggedcarrier;
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} playerTeamState_t;
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// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
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typedef struct objectives_s
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{
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qboolean display; // A displayable objective?
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int status; // Succeed or fail or pending
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} objectives_t;
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#define MAX_MISSION_OBJ 80
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// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
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typedef struct missionStats_s
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{
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int secretsFound; // # of secret areas found
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int totalSecrets; // # of secret areas that could have been found
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int shotsFired; // total number of shots fired
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int hits; // Shots that did damage
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int enemiesSpawned; // # of enemies spawned
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int enemiesKilled; // # of enemies killed
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int saberThrownCnt; // # of times saber was thrown
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int saberBlocksCnt; // # of times saber was used to block
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int legAttacksCnt; // # of times legs were hit with saber
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int armAttacksCnt; // # of times arm were hit with saber
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int torsoAttacksCnt; // # of times torso was hit with saber
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int otherAttacksCnt; // # of times anything else on a monster was hit with saber
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int forceUsed[NUM_FORCE_POWERS]; // # of times each force power was used
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int weaponUsed[WP_NUM_WEAPONS]; // # of times each weapon was used
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} missionStats_t;
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// the auto following clients don't follow a specific client
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// number, but instead follow the first two active players
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#define FOLLOW_ACTIVE1 -1
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#define FOLLOW_ACTIVE2 -2
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// client data that stays across multiple levels or tournament restarts
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// this is achieved by writing all the data to cvar strings at game shutdown
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// time and reading them back at connection time. Anything added here
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// MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData()
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//
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// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
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typedef struct {
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int missionObjectivesShown; // Number of times mission objectives have been updated
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team_t sessionTeam;
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objectives_t mission_objectives[MAX_MISSION_OBJ];
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missionStats_t missionStats; // Various totals while on a mission
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} clientSession_t;
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// client data that stays across multiple respawns, but is cleared
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// on each level change or team change at ClientBegin()
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// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
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typedef struct {
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clientConnected_t connected;
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usercmd_t lastCommand;
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qboolean localClient; // true if "ip" info key is "localhost"
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char netname[34];
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int maxHealth; // for handicapping
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int enterTime; // level.time the client entered the game
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short cmd_angles[3]; // angles sent over in the last command
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playerTeamState_t teamState; // status in teamplay games
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} clientPersistant_t;
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#define MAX_SABER_TRAIL_SEGS 8
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typedef struct
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{
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// Actual trail stuff
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int inAction; // controls whether should we even consider starting one
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int duration; // how long each trail seg stays in existence
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int lastTime; // time a saber segement was last stored
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vec3_t base;
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vec3_t tip;
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// Marks stuff
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qboolean haveOldPos[2];
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vec3_t oldPos[2];
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vec3_t oldNormal[2]; // store this in case we don't have a connect-the-dots situation
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// ..then we'll need the normal to project a mark blob onto the impact point
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} saberTrail_t;
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typedef enum {
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BLK_NO,
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BLK_TIGHT, // Block only attacks and shots around the saber itself, a bbox of around 12x12x12
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BLK_WIDE // Block all attacks in an area around the player in a rough arc of 180 degrees
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} saberBlockType_t;
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typedef enum {
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BLOCKED_NONE,
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BLOCKED_PARRY_BROKEN,
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BLOCKED_ATK_BOUNCE,
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BLOCKED_UPPER_RIGHT,
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BLOCKED_UPPER_LEFT,
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BLOCKED_LOWER_RIGHT,
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BLOCKED_LOWER_LEFT,
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BLOCKED_TOP,
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BLOCKED_UPPER_RIGHT_PROJ,
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BLOCKED_UPPER_LEFT_PROJ,
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BLOCKED_LOWER_RIGHT_PROJ,
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BLOCKED_LOWER_LEFT_PROJ,
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BLOCKED_TOP_PROJ
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} saberBlockedType_t;
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// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
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// this structure is cleared on each ClientSpawn(),
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// except for 'client->pers' and 'client->sess'
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struct gclient_s {
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// ps MUST be the first element, because the server expects it
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playerState_t ps; // communicated by server to clients
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// private to game
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clientPersistant_t pers;
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clientSession_t sess;
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qboolean noclip;
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int lastCmdTime; // level.time of last usercmd_t, for EF_CONNECTION
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usercmd_t usercmd; // most recent usercmd
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int buttons;
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int oldbuttons;
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int latched_buttons;
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// sum up damage over an entire frame, so
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// shotgun blasts give a single big kick
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int damage_armor; // damage absorbed by armor
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int damage_blood; // damage taken out of health
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int damage_knockback; // impact damage
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vec3_t damage_from; // origin for vector calculation
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qboolean damage_fromWorld; // if true, don't use the damage_from vector
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int accurateCount; // for "impressive" reward sound
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// timers
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int respawnTime; // can respawn when time > this, force after g_forcerespwan
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int inactivityTime; // kick players when time > this
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qboolean inactivityWarning; // qtrue if the five seoond warning has been given
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int idleTime; // for playing idleAnims
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int airOutTime;
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// timeResidual is used to handle events that happen every second
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// like health / armor countdowns and regeneration
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int timeResidual;
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// Facial Expression Timers
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float facial_blink; // time before next blink. If a minus value, we are in blink mode
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float facial_frown; // time before next frown. If a minus value, we are in frown mode
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float facial_aux; // time before next aux. If a minus value, we are in aux mode
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//Client info - updated when ClientInfoChanged is called, instead of using configstrings
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clientInfo_t clientInfo;
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signed char forced_forwardmove;
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signed char forced_rightmove;
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int fireDelay; //msec to delay calling G_FireWeapon after EV_FIREWEAPON event is called
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//Used to be in gentity_t, now here.. mostly formation stuff
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team_t playerTeam;
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team_t enemyTeam;
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// race_t race;
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char *squadname;
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gentity_t *team_leader;
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gentity_t *leader;
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gentity_t *follower;
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int numFollowers;
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gentity_t *formationGoal;
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int nextFormGoal;
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class_t NPC_class;
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//FIXME: could combine these
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float hiddenDist;//How close ents have to be to pick you up as an enemy
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vec3_t hiddenDir;//Normalized direction in which NPCs can't see you (you are hidden)
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renderInfo_t renderInfo;
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saberTrail_t saberTrail;
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//dismember tracker
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qboolean dismembered;
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char dismemberProbLegs; // probability of the legs being dismembered (located in NPC.cfg, 0 = never, 100 = always)
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char dismemberProbHead; // probability of the head being dismembered (located in NPC.cfg, 0 = never, 100 = always)
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char dismemberProbArms; // probability of the arms being dismembered (located in NPC.cfg, 0 = never, 100 = always)
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char dismemberProbHands; // probability of the hands being dismembered (located in NPC.cfg, 0 = never, 100 = always)
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char dismemberProbWaist; // probability of the waist being dismembered (located in NPC.cfg, 0 = never, 100 = always)
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int standheight;
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int crouchheight;
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int poisonDamage; // Amount of poison damage to be given
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int poisonTime; // When to apply poison damage
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int slopeRecalcTime; // debouncer for slope-foot-height-diff calcing
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vec3_t pushVec;
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int pushVecTime;
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};
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#define MAX_PARMS 16
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#define MAX_PARM_STRING_LENGTH MAX_QPATH//was 16, had to lengthen it so they could take a valid file path
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typedef struct
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{
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|
char parm[MAX_PARMS][MAX_PARM_STRING_LENGTH];
|
|
} parms_t;
|
|
|
|
#ifdef GAME_INCLUDE
|
|
//these hold the place for the enums in functions.h so i don't have to recompile everytime it changes
|
|
#define thinkFunc_t int
|
|
#define clThinkFunc_t int
|
|
#define reachedFunc_t int
|
|
#define blockedFunc_t int
|
|
#define touchFunc_t int
|
|
#define useFunc_t int
|
|
#define painFunc_t int
|
|
#define dieFunc_t int
|
|
|
|
#define MAX_FAILED_NODES 8
|
|
|
|
typedef struct centity_s centity_t;
|
|
struct gentity_s {
|
|
entityState_t s; // communicated by server to clients
|
|
struct gclient_s *client; // NULL if not a player (unless it's NPC ( if (this->NPC != NULL) ) <sigh>... -slc)
|
|
qboolean inuse;
|
|
qboolean linked; // qfalse if not in any good cluster
|
|
|
|
int svFlags; // SVF_NOCLIENT, SVF_BROADCAST, etc
|
|
|
|
qboolean bmodel; // if false, assume an explicit mins / maxs bounding box
|
|
// only set by gi.SetBrushModel
|
|
vec3_t mins, maxs;
|
|
int contents; // CONTENTS_TRIGGER, CONTENTS_SOLID, CONTENTS_BODY, etc
|
|
// a non-solid entity should set to 0
|
|
|
|
vec3_t absmin, absmax; // derived from mins/maxs and origin + rotation
|
|
|
|
// currentOrigin will be used for all collision detection and world linking.
|
|
// it will not necessarily be the same as the trajectory evaluation for the current
|
|
// time, because each entity must be moved one at a time after time is advanced
|
|
// to avoid simultanious collision issues
|
|
vec3_t currentOrigin;
|
|
vec3_t currentAngles;
|
|
|
|
gentity_t *owner; // objects never interact with their owners, to
|
|
// prevent player missiles from immediately
|
|
// colliding with their owner
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
// this marker thing of Jake's is used for memcpy() length calcs, so don't put any ordinary fields (like above)
|
|
// below this point or they won't work, and will mess up all sorts of stuff.
|
|
//
|
|
CGhoul2Info_v ghoul2;
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
|
|
// EXPECTS THE FIELDS IN THAT ORDER!
|
|
|
|
//==========================================================================================
|
|
|
|
//Essential entity fields
|
|
// note: all the char* fields from here on should be left as ptrs, not declared, because of the way that ent-parsing
|
|
// works by forcing field offset ptrs as char* and using G_NewString()!! (see G_ParseField() in gmae/g_spawn.cpp -slc
|
|
//
|
|
char *classname; // set in QuakeEd
|
|
int spawnflags; // set in QuakeEd
|
|
|
|
int flags; // FL_* variables
|
|
|
|
char *model; // Normal model, or legs model on tri-models
|
|
char *model2; // Torso model
|
|
|
|
int freetime; // sv.time when the object was freed
|
|
|
|
int eventTime; // events will be cleared EVENT_VALID_MSEC after set
|
|
qboolean freeAfterEvent;
|
|
qboolean unlinkAfterEvent;
|
|
|
|
//Physics and movement fields
|
|
float physicsBounce; // 1.0 = continuous bounce, 0.0 = no bounce
|
|
int clipmask; // brushes with this content value will be collided against
|
|
// when moving. items and corpses do not collide against
|
|
// players, for instance
|
|
// moveInfo_t moveInfo; //FIXME: use this more?
|
|
float speed;
|
|
vec3_t movedir;
|
|
vec3_t lastOrigin; //Where you were last frame
|
|
vec3_t lastAngles; //Where you were looking last frame
|
|
float mass; //How heavy you are
|
|
int lastImpact; //Last time you impacted something
|
|
|
|
//Variables reflecting environment
|
|
int watertype;
|
|
int waterlevel;
|
|
|
|
//Targeting/linking fields
|
|
float angle; // set in editor, -1 = up, -2 = down
|
|
char *target;
|
|
char *target2; //For multiple targets, not used for firing/triggering/using, though, only for path branches
|
|
char *target3; //For multiple targets, not used for firing/triggering/using, though, only for path branches
|
|
char *target4; //For multiple targets, not used for firing/triggering/using, though, only for path branches
|
|
char *targetname;
|
|
char *team;
|
|
|
|
union
|
|
{
|
|
char *roff; // the roff file to use, if there is one
|
|
char *fxFile; // name of the external effect file
|
|
};
|
|
|
|
int roff_ctr; // current roff frame we are playing
|
|
|
|
int next_roff_time;
|
|
int fx_time; // timer for beam in/out effects.
|
|
|
|
//Think Functions
|
|
int nextthink;//Used to determine if it's time to call e_ThinkFunc again
|
|
thinkFunc_t e_ThinkFunc;//Called once every game frame for every ent
|
|
clThinkFunc_t e_clThinkFunc;//Think func for equivalent centity
|
|
reachedFunc_t e_ReachedFunc;// movers call this when hitting endpoint
|
|
blockedFunc_t e_BlockedFunc;
|
|
touchFunc_t e_TouchFunc;
|
|
useFunc_t e_UseFunc; //Called by G_UseTargets
|
|
painFunc_t e_PainFunc; //Called by G_Damage when damage is taken
|
|
dieFunc_t e_DieFunc; //Called by G_Damage when health reaches <= 0
|
|
|
|
//Health and damage fields
|
|
int health;
|
|
int max_health;
|
|
qboolean takedamage;
|
|
material_t material;
|
|
int damage;
|
|
int dflags;
|
|
//explosives, breakable brushes
|
|
int splashDamage; // quad will increase this without increasing radius
|
|
int splashRadius;
|
|
int methodOfDeath;
|
|
int splashMethodOfDeath;
|
|
//int hitLoc;//where you were last hit
|
|
int locationDamage[HL_MAX]; // Damage accumulated on different body locations
|
|
|
|
//Entity pointers
|
|
gentity_t *chain;
|
|
gentity_t *enemy;
|
|
gentity_t *activator;
|
|
gentity_t *teamchain; // next entity in team
|
|
gentity_t *teammaster; // master of the team
|
|
gentity_t *lastEnemy;
|
|
|
|
//Timing variables, counters and debounce times
|
|
float wait;
|
|
float random;
|
|
int delay;
|
|
qboolean alt_fire;
|
|
int count;
|
|
int bounceCount;
|
|
int fly_sound_debounce_time; // wind tunnel
|
|
int painDebounceTime;
|
|
int disconnectDebounceTime;
|
|
int attackDebounceTime;
|
|
int pushDebounceTime;
|
|
int aimDebounceTime;
|
|
int useDebounceTime;
|
|
|
|
//Unions for miscellaneous fields used under very specific circumstances
|
|
union
|
|
{
|
|
qboolean trigger_formation;
|
|
qboolean misc_dlight_active;
|
|
qboolean has_bounced; // for thermal Det. we force at least one bounce to happen before it can do proximity checks
|
|
};
|
|
|
|
//Navigation
|
|
int waypoint; //Set once per frame, if you've moved, and if someone asks
|
|
int lastWaypoint; //To make sure you don't double-back
|
|
int lastValidWaypoint; //ALWAYS valid -used for tracking someone you lost
|
|
int noWaypointTime; //Debouncer - so don't keep checking every waypoint in existance every frame that you can't find one
|
|
int combatPoint;
|
|
int failedWaypoints[MAX_FAILED_NODES];
|
|
int failedWaypointCheckTime;
|
|
|
|
//Animation
|
|
qboolean loopAnim;
|
|
int startFrame;
|
|
int endFrame;
|
|
|
|
//Script/ICARUS-related fields
|
|
CSequencer *sequencer;
|
|
CTaskManager *taskManager;
|
|
int taskID[NUM_TIDS];
|
|
parms_t *parms;
|
|
char *behaviorSet[NUM_BSETS];
|
|
char *script_targetname;
|
|
int delayScriptTime;
|
|
char *fullName;
|
|
|
|
// Ambient sound info
|
|
char *soundSet; //Only used for local sets
|
|
int setTime;
|
|
|
|
//Used by cameras to locate subjects
|
|
char *cameraGroup;
|
|
|
|
//For damage
|
|
team_t noDamageTeam;
|
|
|
|
// Ghoul2 Animation info
|
|
int playerModel;
|
|
int weaponModel;
|
|
int handRBolt;
|
|
int handLBolt;
|
|
int headBolt;
|
|
int cervicalBolt;
|
|
int chestBolt;
|
|
int gutBolt;
|
|
int torsoBolt;
|
|
int crotchBolt;
|
|
int motionBolt;
|
|
int kneeLBolt;
|
|
int kneeRBolt;
|
|
int elbowLBolt;
|
|
int elbowRBolt;
|
|
int footLBolt;
|
|
int footRBolt;
|
|
int faceBone;
|
|
int craniumBone;
|
|
int cervicalBone;
|
|
int thoracicBone;
|
|
int upperLumbarBone;
|
|
int lowerLumbarBone;
|
|
int hipsBone;
|
|
int motionBone;
|
|
int rootBone;
|
|
int footLBone;
|
|
int footRBone;
|
|
|
|
int genericBone1; // For bones special to an entity
|
|
int genericBone2;
|
|
int genericBone3;
|
|
|
|
int genericBolt1; // For bolts special to an entity
|
|
int genericBolt2;
|
|
int genericBolt3;
|
|
int genericBolt4;
|
|
int genericBolt5;
|
|
|
|
qhandle_t cinematicModel;
|
|
|
|
//==========================================================================================
|
|
|
|
//FIELDS USED EXCLUSIVELY BY SPECIFIC CLASSES OF ENTITIES
|
|
//NPC/Player entity fields
|
|
//FIXME: Make these client only?
|
|
gNPC_t *NPC;//Only allocated if the entity becomes an NPC
|
|
|
|
//Other NPC/Player-related entity fields
|
|
char *ownername;//Used by squadpaths to locate owning NPC
|
|
|
|
//FIXME: Only used by NPCs, move it to gNPC_t
|
|
int cantHitEnemyCounter;//HACK - Makes them look for another enemy on the same team if the one they're after can't be hit
|
|
|
|
//Only used by NPC_spawners
|
|
char *NPC_type;
|
|
char *NPC_targetname;
|
|
char *NPC_target;
|
|
|
|
//Variables used by movers (most likely exclusively by them)
|
|
moverState_t moverState;
|
|
int soundPos1;
|
|
int sound1to2;
|
|
int sound2to1;
|
|
int soundPos2;
|
|
int soundLoop;
|
|
gentity_t *nextTrain;
|
|
gentity_t *prevTrain;
|
|
vec3_t pos1, pos2;
|
|
vec3_t pos3;
|
|
int sounds;
|
|
char *closetarget;
|
|
char *opentarget;
|
|
char *paintarget;
|
|
int lockCount; //for maglocks- actually get put on the trigger for the door
|
|
|
|
//Variables used only by waypoints (for the most part)
|
|
float radius;
|
|
|
|
union
|
|
{
|
|
int wpIndex;
|
|
int fxID; // id of the external effect file
|
|
};
|
|
|
|
int noise_index;
|
|
|
|
vec4_t startRGBA;
|
|
|
|
union
|
|
{
|
|
vec4_t finalRGBA;
|
|
vec3_t pos4;
|
|
};
|
|
|
|
//FIXME: Are these being used anymore?
|
|
gitem_t *item; // for bonus items -
|
|
char *message; //Used by triggers to print a message when activated
|
|
|
|
float lightLevel;
|
|
|
|
//FIXME: can these be removed/condensed/absorbed?
|
|
//Rendering info
|
|
//int color;
|
|
|
|
//Force effects
|
|
int forcePushTime;
|
|
int forcePuller; //who force-pulled me (so we don't damage them if we hit them)
|
|
};
|
|
#endif //#ifdef GAME_INCLUDE
|
|
|
|
extern gentity_t g_entities[MAX_GENTITIES];
|
|
#ifndef _USRDLL
|
|
extern game_import_t gi;
|
|
#endif
|
|
|
|
// each WP_* weapon enum has an associated weaponInfo_t
|
|
// that contains media references necessary to present the
|
|
// weapon and its effects
|
|
typedef struct weaponInfo_s {
|
|
qboolean registered;
|
|
gitem_t *item;
|
|
|
|
qhandle_t handsModel; // the hands don't actually draw, they just position the weapon
|
|
qhandle_t weaponModel; //for in view
|
|
qhandle_t weaponWorldModel; //for in their hands
|
|
qhandle_t barrelModel[4];
|
|
|
|
vec3_t weaponMidpoint; // so it will rotate centered instead of by tag
|
|
|
|
qhandle_t weaponIcon; // The version of the icon with a glowy background
|
|
qhandle_t weaponIconNoAmmo; // The version of the icon with no ammo warning
|
|
qhandle_t ammoIcon;
|
|
|
|
qhandle_t ammoModel;
|
|
|
|
qhandle_t missileModel;
|
|
sfxHandle_t missileSound;
|
|
void (*missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi );
|
|
|
|
qhandle_t alt_missileModel;
|
|
sfxHandle_t alt_missileSound;
|
|
void (*alt_missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi );
|
|
|
|
// sfxHandle_t flashSound;
|
|
// sfxHandle_t altFlashSound;
|
|
|
|
sfxHandle_t firingSound;
|
|
sfxHandle_t altFiringSound;
|
|
|
|
sfxHandle_t stopSound;
|
|
|
|
sfxHandle_t missileHitSound;
|
|
sfxHandle_t altmissileHitSound;
|
|
|
|
sfxHandle_t chargeSound;
|
|
sfxHandle_t altChargeSound;
|
|
|
|
sfxHandle_t selectSound; // sound played when weapon is selected
|
|
|
|
#ifdef _IMMERSION
|
|
ffHandle_t firingForce;
|
|
ffHandle_t altFiringForce;
|
|
ffHandle_t stopForce;
|
|
ffHandle_t chargeForce;
|
|
ffHandle_t altChargeForce;
|
|
ffHandle_t selectForce;
|
|
#endif // _IMMERSION
|
|
} weaponInfo_t;
|
|
|
|
extern sfxHandle_t CAS_GetBModelSound( const char *name, int stage );
|
|
|
|
enum
|
|
{
|
|
EDGE_NORMAL,
|
|
EDGE_PATH,
|
|
EDGE_BLOCKED,
|
|
EDGE_FAILED,
|
|
EDGE_MOVEDIR
|
|
};
|
|
|
|
enum
|
|
{
|
|
NODE_NORMAL,
|
|
NODE_START,
|
|
NODE_GOAL,
|
|
NODE_NAVGOAL,
|
|
};
|
|
|
|
#endif // #ifndef __G_SHARED_H__
|
|
|
|
/*
|
|
structures heirarchy
|
|
|
|
centity_t cg_entities[MAX_GENTITIES]
|
|
{
|
|
entityState_t currentState, nextState
|
|
{
|
|
trajectory_t pos, apos
|
|
}
|
|
playerEntity_t pe
|
|
{
|
|
lerpFrame_t legs, torso
|
|
{
|
|
animation_t animation
|
|
}
|
|
}
|
|
gentity_t gent, g_entities[MAX_GENTITIES]
|
|
{
|
|
gentity_t owner, nextTrain, prevTrain, chain, enemy, activator, teamchain, teammaster, team_leader, leader, follower, formationGoal, lastEnemy
|
|
entityState_t s
|
|
{
|
|
trajectory_t pos, apos
|
|
}
|
|
gclient_t client
|
|
{
|
|
playerState_t ps
|
|
clientPersistant_t pers;
|
|
{
|
|
playerTeamState_t teamState; // status in teamplay games
|
|
}
|
|
clientSession_t sess
|
|
usercmd_t usercmd
|
|
clientInfo_t clientInfo
|
|
{
|
|
animation_t animation[MAX_ANIMATIONS]
|
|
animsounds_t torsoAnimSnds[MAX_ANIM_SOUNDS], legsAnimSnds[MAX_ANIM_SOUNDS]
|
|
}
|
|
}
|
|
gitem_t item
|
|
gNPC_t NPC
|
|
{
|
|
gNPCstats_t stats;
|
|
usercmd_t last_ucmd;
|
|
}
|
|
moveInfo_t moveInfo
|
|
renderInfo_t renderInfo
|
|
{
|
|
modelInfo_t torsoModel, headModel
|
|
boltOn_t boltOns[MAX_BOLT_ONS]
|
|
}
|
|
}
|
|
}
|
|
|
|
level_locals_t
|
|
{
|
|
gclient_t clients
|
|
gentity_t locationHead
|
|
interestPoint_t interestPoints[MAX_INTEREST_POINTS]
|
|
combatPoint_t combatPoints[MAX_COMBAT_POINTS]
|
|
}
|
|
*/
|
|
|