930 lines
28 KiB
C
930 lines
28 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/Stdafx.h" //need stl
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#include "../renderer/tr_types.h"
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#include "../cgame/cg_public.h"
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#include "G_Vehicles.h"
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#include "hitlocs.h"
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#include "bset.h"
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#define FOFS(x) ((int)&(((gentity_t *)0)->x))
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#ifdef _XBOX
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#define MAX_NPC_WATER_UPDATE_PER_FRAME 2 // maxmum number of NPCs that will get updated water infromation per frame
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#endif
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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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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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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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char legsModelName[32]; // -slc[]
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char modelName[32]; // -slc[]
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};
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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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byte customRGBA[4];//Red Green Blue, 0 = don't apply
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//Allow up to 4 PCJ lookup values to be stored here.
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//The resolve to configstrings which contain the name of the
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//desired bone.
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int boneIndex1;
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int boneIndex2;
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int boneIndex3;
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int boneIndex4;
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//packed with x, y, z orientations for bone angles
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int boneOrient;
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//I.. feel bad for doing this, but NPCs really just need to
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//be able to control this sort of thing from the server sometimes.
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//At least it's at the end so this stuff is never going to get sent
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//over for anything that isn't an NPC.
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vec3_t boneAngles1; //angles of boneIndex1
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vec3_t boneAngles2; //angles of boneIndex2
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vec3_t boneAngles3; //angles of boneIndex3
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vec3_t boneAngles4; //angles of boneIndex4
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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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// NOTE: This is an arbitrary number greater than our current number of objectives with
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// some fluff just in case we add more in the future.
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#define MAX_MISSION_OBJ 100
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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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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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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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typedef enum //# movetype_e
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{
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MT_STATIC = 0,
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MT_WALK,
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MT_RUNJUMP,
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MT_FLYSWIM,
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NUM_MOVETYPES
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} movetype_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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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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vec3_t damage_from; // origin for vector calculation
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bool damage_fromWorld; // if true, don't use the damage_from vector
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bool noclip;
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//icarus forced moving. is this still used?
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signed char forced_forwardmove;
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signed char forced_rightmove;
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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 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_timer; // time before next alert, frown or smile. If a minus value, we are in anim mode
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int facial_anim; // anim to show in anim 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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movetype_t moveType;
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int jetPackTime;
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int fireDelay; //msec to delay calling G_FireWeapon after EV_FIREWEAPON event is called
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// The time at which a breath should be triggered. -Aurelio
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int breathPuffTime;
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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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gentity_t *leader;
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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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//dismember tracker
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bool 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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int noRagTime; //don't do ragdoll stuff if > level.time
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qboolean isRagging;
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int overridingBones; //dragging body or doing something else to override one or more ragdoll effector's/pcj's
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vec3_t ragLastOrigin; //keeping track of positions between rags while dragging corpses
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int ragLastOriginTime;
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//push refraction effect vars
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int pushEffectFadeTime;
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vec3_t pushEffectOrigin;
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//Rocket locking vars for non-player clients (only Vehicles use these right now...)
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int rocketLockIndex;
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float rocketLastValidTime;
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float rocketLockTime;
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float rocketTargetTime;
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//for trigger_space brushes
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int inSpaceSuffocation;
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int inSpaceIndex;
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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];
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} parms_t;
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#ifdef GAME_INCLUDE
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//these hold the place for the enums in functions.h so i don't have to recompile everytime it changes
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#define thinkFunc_t int
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#define clThinkFunc_t int
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#define reachedFunc_t int
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#define blockedFunc_t int
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#define touchFunc_t int
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#define useFunc_t int
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#define painFunc_t int
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#define dieFunc_t int
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#define MAX_FAILED_NODES 8
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#define MAX_INHAND_WEAPONS 2
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typedef struct centity_s centity_t;
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// !!!!!!!!!!! LOADSAVE-affecting struct !!!!!!!!!!!!!
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struct gentity_s {
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entityState_t s; // communicated by server to clients
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struct gclient_s *client; // NULL if not a player (unless it's NPC ( if (this->NPC != NULL) ) <sigh>... -slc)
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qboolean inuse;
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qboolean linked; // qfalse if not in any good cluster
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int svFlags; // SVF_NOCLIENT, SVF_BROADCAST, etc
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qboolean bmodel; // if false, assume an explicit mins / maxs bounding box
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// only set by gi.SetBrushModel
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vec3_t mins, maxs;
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int contents; // CONTENTS_TRIGGER, CONTENTS_SOLID, CONTENTS_BODY, etc
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// a non-solid entity should set to 0
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vec3_t absmin, absmax; // derived from mins/maxs and origin + rotation
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// currentOrigin will be used for all collision detection and world linking.
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// it will not necessarily be the same as the trajectory evaluation for the current
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// time, because each entity must be moved one at a time after time is advanced
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// to avoid simultanious collision issues
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vec3_t currentOrigin;
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vec3_t currentAngles;
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gentity_t *owner; // objects never interact with their owners, to
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// prevent player missiles from immediately
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// colliding with their owner
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/*
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Ghoul2 Insert Start
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*/
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// this marker thing of Jake's is used for memcpy() length calcs, so don't put any ordinary fields (like above)
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// below this point or they won't work, and will mess up all sorts of stuff.
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//
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CGhoul2Info_v ghoul2;
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vec3_t modelScale; //needed for g2 collision
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/*
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Ghoul2 Insert End
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*/
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// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
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// EXPECTS THE FIELDS IN THAT ORDER!
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//==========================================================================================
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//Essential entity fields
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// note: all the char* fields from here on should be left as ptrs, not declared, because of the way that ent-parsing
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// works by forcing field offset ptrs as char* and using G_NewString()!! (see G_ParseField() in gmae/g_spawn.cpp -slc
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//
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char *classname; // set in QuakeEd
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int spawnflags; // set in QuakeEd
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int flags; // FL_* variables
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char *model; // Normal model, or legs model on tri-models
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char *model2; // Torso model
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int freetime; // sv.time when the object was freed
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int eventTime; // events will be cleared EVENT_VALID_MSEC after set
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qboolean freeAfterEvent;
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// qboolean unlinkAfterEvent;
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//Physics and movement fields
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float physicsBounce; // 1.0 = continuous bounce, 0.0 = no bounce
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int clipmask; // brushes with this content value will be collided against
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// when moving. items and corpses do not collide against
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// players, for instance
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// moveInfo_t moveInfo; //FIXME: use this more?
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float speed;
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float resultspeed;
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int lastMoveTime;
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vec3_t movedir;
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vec3_t lastOrigin; //Where you were last frame
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vec3_t lastAngles; //Where you were looking last frame
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float mass; //How heavy you are
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int lastImpact; //Last time you impacted something
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//Variables reflecting environment
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int watertype;
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int waterlevel;
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short wupdate;
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short prev_waterlevel;
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//Targeting/linking fields
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float angle; // set in editor, -1 = up, -2 = down
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char *target;
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char *target2; //For multiple targets, not used for firing/triggering/using, though, only for path branches
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char *target3; //For multiple targets, not used for firing/triggering/using, though, only for path branches
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char *target4; //For multiple targets, not used for firing/triggering/using, though, only for path branches
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char *targetJump;
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char *targetname;
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char *team;
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union
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{
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char *roff; // the roff file to use, if there is one
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char *fxFile; // name of the external effect file
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};
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int roff_ctr; // current roff frame we are playing
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int next_roff_time;
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int fx_time; // timer for beam in/out effects.
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//Think Functions
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int nextthink;//Used to determine if it's time to call e_ThinkFunc again
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thinkFunc_t e_ThinkFunc;//Called once every game frame for every ent
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clThinkFunc_t e_clThinkFunc;//Think func for equivalent centity
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reachedFunc_t e_ReachedFunc;// movers call this when hitting endpoint
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blockedFunc_t e_BlockedFunc;
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touchFunc_t e_TouchFunc;
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useFunc_t e_UseFunc; //Called by G_UseTargets
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painFunc_t e_PainFunc; //Called by G_Damage when damage is taken
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dieFunc_t e_DieFunc; //Called by G_Damage when health reaches <= 0
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//Health and damage fields
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int health;
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int max_health;
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qboolean takedamage;
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material_t material;
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int damage;
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int dflags;
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//explosives, breakable brushes
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int splashDamage; // quad will increase this without increasing radius
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int splashRadius;
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int methodOfDeath;
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int splashMethodOfDeath;
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//int hitLoc;//where you were last hit
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int locationDamage[HL_MAX]; // Damage accumulated on different body locations
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//Entity pointers
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gentity_t *chain;
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gentity_t *enemy;
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gentity_t *activator;
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gentity_t *teamchain; // next entity in team
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gentity_t *teammaster; // master of the team
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gentity_t *lastEnemy;
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//Timing variables, counters and debounce times
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float wait;
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float random;
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int delay;
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qboolean alt_fire;
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int count;
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int bounceCount;
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int fly_sound_debounce_time; // wind tunnel
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int painDebounceTime;
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int disconnectDebounceTime;
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int attackDebounceTime;
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int pushDebounceTime;
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int aimDebounceTime;
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int useDebounceTime;
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//Unions for miscellaneous fields used under very specific circumstances
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union
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{
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qboolean trigger_formation;
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qboolean misc_dlight_active;
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qboolean has_bounced; // for thermal Det. we force at least one bounce to happen before it can do proximity checks
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};
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//Navigation
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int spawnContents; // store contents of ents on spawn so nav system can restore them
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int waypoint; //Set once per frame, if you've moved, and if someone asks
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int wayedge; //Used by doors and breakable things to know what edge goes through them
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int lastWaypoint; //To make sure you don't double-back
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int lastInAirTime;
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int noWaypointTime; //Debouncer - so don't keep checking every waypoint in existance every frame that you can't find one
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int combatPoint;
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vec3_t followPos;
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int followPosRecalcTime;
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int followPosWaypoint;
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//Animation
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qboolean loopAnim;
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int startFrame;
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int endFrame;
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//Script/ICARUS-related fields
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int m_iIcarusID;
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int taskID[NUM_TIDS];
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parms_t *parms;
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char *behaviorSet[NUM_BSETS];
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char *script_targetname;
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int delayScriptTime;
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// Ambient sound info
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char *soundSet; //Only used for local sets
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int setTime;
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//Used by cameras to locate subjects
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char *cameraGroup;
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//For damage
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team_t noDamageTeam;
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// Ghoul2 Animation info
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short playerModel;
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short weaponModel[MAX_INHAND_WEAPONS];
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short handRBolt;
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short handLBolt;
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short headBolt;
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short cervicalBolt;
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short chestBolt;
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short gutBolt;
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short torsoBolt;
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short crotchBolt;
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short motionBolt;
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short kneeLBolt;
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short kneeRBolt;
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short elbowLBolt;
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short elbowRBolt;
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short footLBolt;
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short footRBolt;
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short faceBone;
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short craniumBone;
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short cervicalBone;
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short thoracicBone;
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short upperLumbarBone;
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short lowerLumbarBone;
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short hipsBone;
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short motionBone;
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short rootBone;
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short footLBone;
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short footRBone;
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short humerusRBone;
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short genericBone1; // For bones special to an entity
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short genericBone2;
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short genericBone3;
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short genericBolt1; // For bolts special to an entity
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short genericBolt2;
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short genericBolt3;
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short genericBolt4;
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short genericBolt5;
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qhandle_t cinematicModel;
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//==========================================================================================
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//FIELDS USED EXCLUSIVELY BY SPECIFIC CLASSES OF ENTITIES
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// Vehicle information.
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// The vehicle object.
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Vehicle_t *m_pVehicle;
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//NPC/Player entity fields
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//FIXME: Make these client only?
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gNPC_t *NPC;//Only allocated if the entity becomes an NPC
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//Other NPC/Player-related entity fields
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char *ownername;//Used by squadpaths to locate owning NPC
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//FIXME: Only used by NPCs, move it to gNPC_t
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int cantHitEnemyCounter;//HACK - Makes them look for another enemy on the same team if the one they're after can't be hit
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//Only used by NPC_spawners
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char *NPC_type;
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char *NPC_targetname;
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char *NPC_target;
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//Variables used by movers (most likely exclusively by them)
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moverState_t moverState;
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int soundPos1;
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int sound1to2;
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int sound2to1;
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int soundPos2;
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int soundLoop;
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gentity_t *nextTrain;
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gentity_t *prevTrain;
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vec3_t pos1, pos2;
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vec3_t pos3;
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int sounds;
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char *closetarget;
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char *opentarget;
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char *paintarget;
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int lockCount; //for maglocks- actually get put on the trigger for the door
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//Variables used only by waypoints (for the most part)
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float radius;
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union
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{
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int wpIndex;
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int fxID; // id of the external effect file
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};
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int noise_index;
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vec4_t startRGBA;
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union
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{
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vec4_t finalRGBA;
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vec3_t pos4;
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vec3_t modelAngles; //for brush entities with an attached md3 model, as an offset to the brush's angles
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};
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//FIXME: Are these being used anymore?
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gitem_t *item; // for bonus items -
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char *message; //Used by triggers to print a message when activated
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float lightLevel;
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//FIXME: can these be removed/condensed/absorbed?
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//Rendering info
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//int color;
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//Force effects
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int forcePushTime;
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int forcePuller; //who force-pulled me (so we don't damage them if we hit them)
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};
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#endif //#ifdef GAME_INCLUDE
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extern gentity_t g_entities[MAX_GENTITIES];
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#ifndef _USRDLL
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extern game_import_t gi;
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#endif
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// each WP_* weapon enum has an associated weaponInfo_t
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// that contains media references necessary to present the
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// weapon and its effects
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typedef struct weaponInfo_s {
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qboolean registered;
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gitem_t *item;
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qhandle_t handsModel; // the hands don't actually draw, they just position the weapon
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qhandle_t weaponModel; //for in view
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qhandle_t weaponWorldModel; //for in their hands
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qhandle_t barrelModel[4];
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vec3_t weaponMidpoint; // so it will rotate centered instead of by tag
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qhandle_t weaponIcon; // The version of the icon with a glowy background
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qhandle_t weaponIconNoAmmo; // The version of the icon with no ammo warning
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qhandle_t ammoIcon;
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qhandle_t ammoModel;
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qhandle_t missileModel;
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sfxHandle_t missileSound;
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void (*missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi );
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qhandle_t alt_missileModel;
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sfxHandle_t alt_missileSound;
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void (*alt_missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi );
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// sfxHandle_t flashSound;
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// sfxHandle_t altFlashSound;
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sfxHandle_t firingSound;
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sfxHandle_t altFiringSound;
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sfxHandle_t stopSound;
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sfxHandle_t missileHitSound;
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sfxHandle_t altmissileHitSound;
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sfxHandle_t chargeSound;
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sfxHandle_t altChargeSound;
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sfxHandle_t selectSound; // sound played when weapon is selected
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#ifdef _IMMERSION
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ffHandle_t firingForce;
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ffHandle_t altFiringForce;
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ffHandle_t stopForce;
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ffHandle_t chargeForce;
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ffHandle_t altChargeForce;
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ffHandle_t selectForce;
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#endif // _IMMERSION
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} weaponInfo_t;
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extern sfxHandle_t CAS_GetBModelSound( const char *name, int stage );
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enum
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{
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EDGE_NORMAL,
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EDGE_PATH,
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EDGE_BLOCKED,
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EDGE_FAILED,
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EDGE_FLY,
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EDGE_JUMP,
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EDGE_LARGE,
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EDGE_PATHBLOCKED,
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EDGE_NEARESTVALID,
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EDGE_NEARESTINVALID,
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EDGE_NODE_FLOATING,
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EDGE_NODE_NORMAL,
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EDGE_NODE_GOAL,
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EDGE_NODE_COMBAT,
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EDGE_CELL,
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EDGE_CELL_EMPTY,
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EDGE_IMPACT_SAFE,
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EDGE_IMPACT_POSSIBLE,
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EDGE_THRUST,
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EDGE_VELOCITY,
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EDGE_FOLLOWPOS,
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EDGE_WHITE_ONESECOND,
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EDGE_WHITE_TWOSECOND,
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EDGE_RED_ONESECOND,
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EDGE_RED_TWOSECOND,
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};
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enum
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{
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NODE_NORMAL,
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NODE_FLOATING,
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NODE_GOAL,
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NODE_NAVGOAL,
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};
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#endif // #ifndef __G_SHARED_H__
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