q3rally/engine/code/game/bg_public.h
zturtleman 146f909848 Fixes for Domination found when looking at the code. Whether they were causing noticeable issues is unknown. This breaks network compatibility with past release's QVMs (this is handled by GAME_VERSION).
- CS_SIGILSTATUS used the same configstring index as a G_ModelIndex(); CS_MODELS to CS_MODELS + MAX_MODELS
- PW_SIGILWHITE, etc powerups were out of bounds for ps.powerups[] (see MAX_POWERUPS) and read ammo values
2022-01-02 19:58:57 +00:00

989 lines
32 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2002-2021 Q3Rally Team (Per Thormann - q3rally@gmail.com)
This file is part of q3rally source code.
q3rally source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
q3rally source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with q3rally; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// bg_public.h -- definitions shared by both the server game and client game modules
// STONELANCE
#include "bg_physics.h"
// END
// because games can change separately from the main system version, we need a
// second version that must match between game and cgame
#define GAME_VERSION BASEGAME "-2"
#define DEFAULT_GRAVITY 800
#define GIB_HEALTH -40
#define ARMOR_PROTECTION 0.66
#define MAX_ITEMS 256
#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
#define LIGHTNING_RANGE 768
#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
// STONELANCE
//#define MINS_Z -24
#define MINS_Z -10
// END
#define DEFAULT_VIEWHEIGHT 26
#define CROUCH_VIEWHEIGHT 12
#define DEAD_VIEWHEIGHT -16
// STONELANCE
#define TIME_BONUS_PER_FRAG 500
#define RACE_OBSERVER_DELAY 5000
#define NORMAL_WEAPON_TIME_MASK 0x0000ffff
#define REAR_WEAPON_TIME_MASK 0xffff0000
// END
//
// 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 26 // string of 0's and 1's that tell which items are present
// Q3Rally Code Start
#define CS_SCORES3 27
#define CS_SCORES4 28
#define CS_REFLECTION_IMAGE 29
#define CS_SIGILSTATUS 30
// Q3Rally Code END
#define CS_MODELS 32
#define CS_SOUNDS (CS_MODELS+MAX_MODELS)
// STONELANCE
//#define CS_PLAYERS (CS_SOUNDS+MAX_SOUNDS)
#define CS_SCRIPTS (CS_SOUNDS+MAX_SOUNDS)
#define CS_PLAYERS (CS_SCRIPTS+MAX_SCRIPTS)
// END
#define CS_LOCATIONS (CS_PLAYERS+MAX_CLIENTS)
#define CS_PARTICLES (CS_LOCATIONS+MAX_LOCATIONS)
#define CS_MAX (CS_PARTICLES+MAX_LOCATIONS)
#if (CS_MAX) > MAX_CONFIGSTRINGS
#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS
#endif
typedef enum {
// Q3Rally Code Start - UPDATE fix this and remove non q3rally gametypes
/*
GT_FFA, // free for all
GT_TOURNAMENT, // one on one tournament
GT_SINGLE_PLAYER, // single player tournament
//-- team games go after this --
GT_TEAM, // team deathmatch
GT_CTF, // capture the flag
GT_1FCTF,
GT_OBELISK,
GT_HARVESTER,
*/
GT_RACING, // racing
GT_RACING_DM, // racing with weapons
GT_SINGLE_PLAYER, // single player tournament
GT_DERBY, // demolition derby
GT_DEATHMATCH, // random destruction
//-- team games go after this --
GT_TEAM, // team deathmatch
GT_TEAM_RACING, // team racing
GT_TEAM_RACING_DM, // team racing with weapons
GT_CTF, // capture the flag
GT_DOMINATION, // domination
// Q3Rally Code END
GT_MAX_GAME_TYPE
} gametype_t;
typedef enum { GENDER_MALE, GENDER_FEMALE, GENDER_NEUTER } gender_t;
/*
===================================================================================
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.
===================================================================================
*/
// STONELANCE
typedef enum {
OM_LEFT, // Left door
OM_RIGHT, // Right door
OM_FRONT, // Front Bumper
OM_REAR, // Rear Bumper
OM_HOOD, // Hood
OM_ROOF, // Roof
OM_TRACK_SIDE, // Use observer spots
OM_TRACK, // Camera that moves along the track
OM_OVERHEAD, // Overhead view
OM_AHEAD // Camera looking back at car
} observerMode_t;
// END
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
PM_SPINTERMISSION // no movement or status bar
} pmtype_t;
typedef enum {
WEAPON_READY,
WEAPON_RAISING,
WEAPON_DROPPING,
WEAPON_FIRING,
// STONELANCE
WEAPON_REARFIRING
// END
} weaponstate_t;
// pmove->pm_flags
#define PMF_DUCKED 1
#define PMF_JUMP_HELD 2
// STONELANCE
/*
#define PMF_BACKWARDS_JUMP 8 // go into backwards land
#define PMF_BACKWARDS_RUN 16 // coast down to backwards run
*/
// END
#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_GRAPPLE_PULL 2048 // pull towards grapple location
#define PMF_FOLLOW 4096 // spectate following another player
#define PMF_SCOREBOARD 8192 // spectate as a scoreboard
#ifdef MISSIONPACK
#define PMF_INVULEXPAND 16384 // invulnerability sphere set to full size
#endif
// STONELANCE
#define PMF_OBSERVE 32768 // spectate as an observer
// END
#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];
// STONELANCE
vec3_t touchPos[MAXTOUCH];
// END
vec3_t mins, maxs; // bounding box size
int watertype;
int waterlevel;
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 );
// STONELANCE
car_t *car;
car_t **cars;
int pDebug;
qboolean client;
int controlMode;
qboolean manualShift;
collisionDamage_t damage;
qboolean (*frictionFunc)( const carPoint_t *point, float *sCOF, float *kCOF );
float car_spring;
float car_shock_up;
float car_shock_down;
float car_swaybar;
float car_wheel;
float car_wheel_damp;
float car_frontweight_dist;
float car_IT_xScale;
float car_IT_yScale;
float car_IT_zScale;
float car_body_elasticity;
float car_air_cof;
float car_air_frac_to_df;
float car_friction_scale;
// END
} pmove_t;
// if a full pmove isn't done on the client, you can just update the angles
// STONELANCE
// void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd );
void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd, int controlMode );
// END
void Pmove (pmove_t *pmove);
//===================================================================================
// player_state->stats[] indexes
// NOTE: may not have more than 16
typedef enum {
STAT_HEALTH,
STAT_HOLDABLE_ITEM,
#ifdef MISSIONPACK
STAT_PERSISTANT_POWERUP,
#endif
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?)
// STONELANCE
// STAT_MAX_HEALTH // health / armor limit, changeable by handicap
STAT_MAX_HEALTH, // health / armor limit, changeable by handicap
STAT_RPM,
STAT_GEAR,
STAT_DAMAGE_DEALT,
STAT_DAMAGE_TAKEN, // STONELANCE - really need this one?
STAT_NEXT_CHECKPOINT,
STAT_POSITION,
STAT_FRAC_TO_NEXT_CHECKPOINT
// END
} 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
// STONELANCE - update: not using mission pack so can use this for something else?
#define EF_SMOKE_LIGHT 0x00000002 // for light smoke
// END
#ifdef MISSIONPACK
#define EF_TICKING 0x00000002 // used to make players play the prox mine ticking sound
#endif
#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
// STONELANCE - bounce not used client side
// #define EF_BOUNCE 0x00000010 // for missiles
// #define EF_BOUNCE_HALF 0x00000020 // for missiles
#define EF_SMOKE_DARK 0x00000020 // for dark smoke
// END
#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
// STONELANCE
// #define EF_KAMIKAZE 0x00000200
#define EF_BRAKE 0x00000200 // player is braking
// mover stop not used clientside
//#define EF_MOVER_STOP 0x00000400 // will push otherwise
// END
#define EF_REVERSE 0x00000400 // player is in reverse
#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
// STONELANCE
#define EF_KAMIKAZE 0x00100000
// not used clientside so it doesnt matter if this is > 16th bit
#define EF_BOUNCE 0x00400000 // for missiles
#define EF_BOUNCE_HALF 0x00800000 // for missiles
#define EF_BOUNCE_NONE 0x01000000 // for mines
#define EF_MOVER_STOP 0x02000000 // will push otherwise
// END
// NOTE: may not have more than 16
typedef enum {
PW_NONE,
PW_QUAD,
PW_BATTLESUIT,
PW_HASTE,
PW_INVIS,
PW_REGEN,
// Q3Rally Code Start
// PW_FLIGHT,
PW_SHIELD,
PW_TURBO,
// Q3Rally Code END
PW_REDFLAG,
PW_BLUEFLAG,
PW_NEUTRALFLAG,
#ifdef MISSIONPACK
PW_SCOUT,
PW_GUARD,
PW_DOUBLER,
PW_AMMOREGEN,
PW_INVULNERABILITY,
#endif
PW_SIGILWHITE,
PW_SIGILRED,
PW_SIGILBLUE,
PW_SIGILGREEN,
PW_SIGILYELLOW,
PW_NUM_POWERUPS
} powerup_t;
typedef enum {
HI_NONE,
HI_TELEPORTER,
HI_MEDKIT,
HI_KAMIKAZE,
HI_PORTAL,
HI_INVULNERABILITY,
// STONELANCE
HI_TURBO,
// END
HI_NUM_HOLDABLE
} holdable_t;
typedef enum {
WP_NONE,
WP_GAUNTLET,
WP_MACHINEGUN,
WP_SHOTGUN,
WP_GRENADE_LAUNCHER,
WP_ROCKET_LAUNCHER,
WP_LIGHTNING,
WP_RAILGUN,
WP_PLASMAGUN,
WP_BFG,
// Q3Rally Code End
WP_FLAME_THROWER,
// WP_GRAPPLING_HOOK,
// Q3Rally Code End
#ifdef MISSIONPACK
WP_NAILGUN,
WP_PROX_LAUNCHER,
WP_CHAINGUN,
#endif
// STONELANCE
RWP_SMOKE,
RWP_OIL,
RWP_MINE,
RWP_FLAME,
RWP_BIO,
// END
WP_NUM_WEAPONS
} weapon_t;
// reward sounds (stored in ps->persistant[PERS_PLAYEREVENTS])
#define PLAYEREVENT_DENIEDREWARD 0x0001
#define PLAYEREVENT_GAUNTLETREWARD 0x0002
#define PLAYEREVENT_HOLYSHIT 0x0004
// 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)
#define EVENT_VALID_MSEC 300
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, // 10
EV_FALL_MEDIUM,
EV_FALL_FAR,
EV_JUMP_PAD, // boing sound at origin, jump sound on player
EV_JUMP,
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, // 21
EV_CHANGE_WEAPON,
EV_FIRE_WEAPON,
// STONELANCE
EV_HAZARD,
EV_ALTFIRE_WEAPON,
EV_FIRE_REARWEAPON,
// END
EV_USE_ITEM0,
EV_USE_ITEM1,
EV_USE_ITEM2,
EV_USE_ITEM3,
EV_USE_ITEM4, // 30
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, // 40
EV_USE_ITEM15,
EV_ITEM_RESPAWN,
EV_ITEM_POP,
EV_PLAYER_TELEPORT_IN,
EV_PLAYER_TELEPORT_OUT,
EV_GRENADE_BOUNCE, // eventParm will be the soundindex
EV_GENERAL_SOUND,
EV_GLOBAL_SOUND, // no attenuation
EV_GLOBAL_TEAM_SOUND,
EV_BULLET_HIT_FLESH, // 50
EV_BULLET_HIT_WALL,
EV_MISSILE_HIT,
EV_MISSILE_MISS,
EV_MISSILE_MISS_METAL,
EV_RAILTRAIL,
EV_SHOTGUN,
EV_BULLET, // otherEntity is the shooter
EV_PAIN,
EV_DEATH1,
EV_DEATH2, // 60
EV_DEATH3,
EV_OBITUARY,
EV_POWERUP_QUAD,
EV_POWERUP_BATTLESUIT,
// STONELANCE
EV_POWERUP_SHIELD,
EV_POWERUP_TURBO,
// END
EV_POWERUP_REGEN,
EV_GIB_PLAYER, // gib a previously living player
EV_BREAK_GLASS,
EV_BREAKWOOD,
EV_BREAKMETAL,
EV_SCOREPLUM, // score plum
#ifdef MISSIONPACK
EV_PROXIMITY_MINE_STICK,
EV_PROXIMITY_MINE_TRIGGER, // 70
EV_KAMIKAZE, // kamikaze explodes
EV_OBELISKEXPLODE, // obelisk explodes
EV_OBELISKPAIN, // obelisk is in pain
EV_INVUL_IMPACT, // invulnerability sphere impact
EV_JUICED, // invulnerability juiced effect
EV_LIGHTNINGBOLT, // lightning bolt bounced of invulnerability sphere
#endif
EV_DEBUG_LINE,
EV_STOPLOOPINGSOUND,
EV_TAUNT,
EV_TAUNT_YES, // 80
EV_TAUNT_NO,
EV_TAUNT_FOLLOWME,
EV_TAUNT_GETFLAG,
EV_TAUNT_GUARDBASE,
EV_TAUNT_PATROL,
EV_EMIT_DEBRIS_LIGHT, // emit light concrete chunks
EV_EMIT_DEBRIS_DARK, // emit dark concrete chunks
EV_EMIT_DEBRIS_LIGHT_LARGE, // emit light large concrete chunks
EV_EMIT_DEBRIS_DARK_LARGE, // emit dark large concrete chunks
EV_EMIT_DEBRIS_WOOD, // emit wooden chunks
EV_EMIT_DEBRIS_FLESH, // emit gibs
EV_EMIT_DEBRIS_GLASS, // emite shards of glass
EV_EMIT_DEBRIS_STONE,
EV_EARTHQUAKE,
EV_EXPLOSION,
EV_PARTICLES_GRAVITY,
EV_PARTICLES_LINEAR,
EV_PARTICLES_LINEAR_UP,
EV_PARTICLES_LINEAR_DOWN,
} entity_event_t;
typedef enum {
GTS_RED_CAPTURE,
GTS_BLUE_CAPTURE,
GTS_RED_RETURN,
GTS_BLUE_RETURN,
GTS_RED_TAKEN,
GTS_BLUE_TAKEN,
GTS_REDOBELISK_ATTACKED,
GTS_BLUEOBELISK_ATTACKED,
GTS_REDTEAM_SCORED,
GTS_BLUETEAM_SCORED,
GTS_REDTEAM_TOOK_LEAD,
GTS_BLUETEAM_TOOK_LEAD,
GTS_TEAMS_ARE_TIED,
GTS_KAMIKAZE
} global_team_sound_t;
// animations
typedef enum {
BOTH_DEATH1,
BOTH_DEAD1,
BOTH_DEATH2,
BOTH_DEAD2,
BOTH_DEATH3,
BOTH_DEAD3,
TORSO_GESTURE,
TORSO_ATTACK,
TORSO_ATTACK2,
TORSO_DROP,
TORSO_RAISE,
TORSO_STAND,
TORSO_STAND2,
LEGS_WALKCR,
LEGS_WALK,
LEGS_RUN,
LEGS_BACK,
LEGS_SWIM,
LEGS_JUMP,
LEGS_LAND,
LEGS_JUMPB,
LEGS_LANDB,
LEGS_IDLE,
LEGS_IDLECR,
LEGS_TURN,
TORSO_GETFLAG,
TORSO_GUARDBASE,
TORSO_PATROL,
TORSO_FOLLOWME,
TORSO_AFFIRMATIVE,
TORSO_NEGATIVE,
MAX_ANIMATIONS,
LEGS_BACKCR,
LEGS_BACKWALK,
FLAG_RUN,
FLAG_STAND,
FLAG_STAND2RUN,
MAX_TOTALANIMATIONS
} animNumber_t;
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 128
typedef enum {
TEAM_FREE,
TEAM_RED,
TEAM_BLUE,
// STONELANCE
TEAM_GREEN,
TEAM_YELLOW,
// END
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_SHOTGUN,
MOD_GAUNTLET,
MOD_MACHINEGUN,
MOD_GRENADE,
MOD_GRENADE_SPLASH,
MOD_ROCKET,
MOD_ROCKET_SPLASH,
MOD_PLASMA,
MOD_PLASMA_SPLASH,
// Q3Rally Code Start
MOD_FLAME_THROWER,
// Q3Rally Code End
MOD_RAILGUN,
MOD_LIGHTNING,
MOD_BFG,
MOD_BFG_SPLASH,
MOD_WATER,
MOD_SLIME,
MOD_LAVA,
MOD_CRUSH,
MOD_TELEFRAG,
MOD_FALLING,
MOD_SUICIDE,
MOD_TARGET_LASER,
MOD_TRIGGER_HURT,
#ifdef MISSIONPACK
MOD_NAIL,
MOD_CHAINGUN,
MOD_PROXIMITY_MINE,
MOD_KAMIKAZE,
MOD_JUICED,
#endif
// STONELANCE
MOD_UPSIDEDOWN,
MOD_BO_SHOCKS,
MOD_CAR_COLLISION,
MOD_WORLD_COLLISION,
MOD_HIGH_FORCES,
MOD_MINE_SPLASH,
MOD_BIOHAZARD,
MOD_MINE,
MOD_POISON,
MOD_FIRE,
// END
MOD_GRAPPLE
} 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,
// Q3Rally Code Start
IT_RFWEAPON,
IT_SIGIL
// Q3Rally Code END
} itemType_t;
// Q3Rally Code Start
typedef enum {
HT_NOTHAZARD,
HT_BIO,
HT_POISON,
HT_EXPLOSIVE,
HT_OIL,
HT_SMOKE,
HT_FIRE,
NUM_HAZARD_TYPES
} hazard_t;
// Q3Rally Code END
#define MAX_ITEM_MODELS 4
typedef struct gitem_s {
char *classname; // spawning name
char *pickup_sound;
char *world_model[MAX_ITEM_MODELS];
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 );
// 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_MOVER,
ET_BEAM,
ET_PORTAL,
ET_SPEAKER,
ET_PUSH_TRIGGER,
ET_TELEPORT_TRIGGER,
ET_INVISIBLE,
// STONELANCE - removed grapple
// ET_GRAPPLE, // grapple hooked on wall
// END
ET_TEAM,
ET_BREAKGLASS,
ET_BREAKWOOD,
ET_BREAKMETAL,
// STONELANCE
ET_WEATHER, // used to specify per area weather
ET_CHECKPOINT,
ET_SCRIPTED, // used for our new scripted map objects
ET_AUXENT, // extra ent for passing car info to client
// END
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 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 );
// STONELANCE
// void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad );
void BG_TouchJumpPad( car_t *car, playerState_t *ps, entityState_t *jumppad );
// END
void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
// STONELANCE
// void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap );
void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, int sv_fps, qboolean snap );
// END
qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
#define ARENAS_PER_TIER 4
#define MAX_ARENAS 1024
#define MAX_ARENAS_TEXT 8192
#define MAX_BOTS 1024
#define MAX_BOTS_TEXT 8192
// Kamikaze
// 1st shockwave times
#define KAMI_SHOCKWAVE_STARTTIME 0
#define KAMI_SHOCKWAVEFADE_STARTTIME 1500
#define KAMI_SHOCKWAVE_ENDTIME 2000
// explosion/implosion times
#define KAMI_EXPLODE_STARTTIME 250
#define KAMI_IMPLODE_STARTTIME 2000
#define KAMI_IMPLODE_ENDTIME 2250
// 2nd shockwave times
#define KAMI_SHOCKWAVE2_STARTTIME 2000
#define KAMI_SHOCKWAVE2FADE_STARTTIME 2500
#define KAMI_SHOCKWAVE2_ENDTIME 3000
// radius of the models without scaling
#define KAMI_SHOCKWAVEMODEL_RADIUS 88
#define KAMI_BOOMSPHEREMODEL_RADIUS 72
// maximum radius of the models during the effect
#define KAMI_SHOCKWAVE_MAXRADIUS 1320
#define KAMI_BOOMSPHERE_MAXRADIUS 720
#define KAMI_SHOCKWAVE2_MAXRADIUS 704