#ifndef __WP_SABER_H #define __WP_SABER_H #define ARMOR_EFFECT_TIME 500 #define JSF_AMBUSH 16 //ambusher Jedi //saberEventFlags #define SEF_HITENEMY 0x1 //Hit the enemy #define SEF_HITOBJECT 0x2 //Hit some other object #define SEF_HITWALL 0x4 //Hit a wall #define SEF_PARRIED 0x8 //Parried a saber swipe #define SEF_DEFLECTED 0x10 //Deflected a missile or saberInFlight #define SEF_BLOCKED 0x20 //Was blocked by a parry #define SEF_EVENTS (SEF_HITENEMY|SEF_HITOBJECT|SEF_HITWALL|SEF_PARRIED|SEF_DEFLECTED|SEF_BLOCKED) #define SEF_LOCKED 0x40 //Sabers locked with someone else #define SEF_INWATER 0x80 //Saber is in water #define SEF_LOCK_WON 0x100 //Won a saberLock //saberEntityState #define SES_LEAVING 1 #define SES_HOVERING 2 #define SES_RETURNING 3 #define SABER_EXTRAPOLATE_DIST 16.0f #define SABER_MAX_DIST 400.0f #define SABER_MAX_DIST_SQUARED (SABER_MAX_DIST*SABER_MAX_DIST) #define FORCE_POWER_MAX 100 #define SABER_REFLECT_MISSILE_CONE 0.2f #define SABER_LOCK_TIME 10000 #define SABER_LOCK_DELAYED_TIME 9500 typedef enum { LOCK_VICTORY = 0,//one side won LOCK_STALEMATE,//neither side won LOCK_DRAW//both people fall back } saberLockResult_t; #define MAX_FORCE_HEAL 25 #define FORCE_HEAL_INTERVAL 200//FIXME: maybe level 1 is slower or level 2 is faster? #define FORCE_GRIP_DIST 512.0f//FIXME: vary by power level? #define FORCE_GRIP_DIST_SQUARED (FORCE_GRIP_DIST*FORCE_GRIP_DIST) extern float forceJumpStrength[]; extern float forceJumpHeight[]; extern float forcePushPullRadius[]; extern void ForceSpeed( gentity_t *self, int duration = 0 ); extern float forceSpeedValue[]; extern float forceSpeedRangeMod[]; extern float forceSpeedFOVMod[]; #define FORCE_SPEED_DURATION 10000.0f typedef enum { FORCE_LEVEL_0, FORCE_LEVEL_1, FORCE_LEVEL_2, FORCE_LEVEL_3, NUM_FORCE_POWER_LEVELS }; #define FORCE_LEVEL_4 (FORCE_LEVEL_3+1) #define FORCE_LEVEL_5 (FORCE_LEVEL_4+1) typedef enum { FJ_FORWARD, FJ_BACKWARD, FJ_RIGHT, FJ_LEFT, FJ_UP }; #define FORCE_JUMP_CHARGE_TIME 1000.0f //Force jump reaches maximum power in one second extern void WP_InitForcePowers( gentity_t *ent ); extern int WP_GetVelocityForForceJump( gentity_t *self, vec3_t jumpVel, usercmd_t *ucmd ); typedef enum { EVASION_NONE = 0, EVASION_PARRY, EVASION_DUCK_PARRY, EVASION_JUMP_PARRY, EVASION_DODGE, EVASION_JUMP, EVASION_DUCK, EVASION_FJUMP, EVASION_CARTWHEEL, EVASION_OTHER, NUM_EVASION_TYPES } evasionType_t; // Okay, here lies the much-dreaded Pat-created FSM movement chart... Heretic II strikes again! // Why am I inflicting this on you? Well, it's better than hardcoded states. // Ideally this will be replaced with an external file or more sophisticated move-picker // once the game gets out of prototype stage. typedef enum { // Invalid, or saber not armed LS_NONE = 0, // General movements with saber LS_READY, LS_DRAW, LS_PUTAWAY, // Attacks LS_A_TL2BR,//4 LS_A_L2R, LS_A_BL2TR, LS_A_BR2TL, LS_A_R2L, LS_A_TR2BL, LS_A_T2B, LS_A_BACKSTAB, LS_A_BACK, LS_A_BACK_CR, LS_A_LUNGE, LS_A_JUMP_T__B_, LS_A_FLIP_STAB, LS_A_FLIP_SLASH, //starts LS_S_TL2BR,//26 LS_S_L2R, LS_S_BL2TR,//# Start of attack chaining to SLASH LR2UL LS_S_BR2TL,//# Start of attack chaining to SLASH LR2UL LS_S_R2L, LS_S_TR2BL, LS_S_T2B, //returns LS_R_TL2BR,//33 LS_R_L2R, LS_R_BL2TR, LS_R_BR2TL, LS_R_R2L, LS_R_TR2BL, LS_R_T2B, //transitions LS_T1_BR__R,//40 LS_T1_BR_TR, LS_T1_BR_T_, LS_T1_BR_TL, LS_T1_BR__L, LS_T1_BR_BL, LS_T1__R_BR,//46 LS_T1__R_TR, LS_T1__R_T_, LS_T1__R_TL, LS_T1__R__L, LS_T1__R_BL, LS_T1_TR_BR,//52 LS_T1_TR__R, LS_T1_TR_T_, LS_T1_TR_TL, LS_T1_TR__L, LS_T1_TR_BL, LS_T1_T__BR,//58 LS_T1_T___R, LS_T1_T__TR, LS_T1_T__TL, LS_T1_T___L, LS_T1_T__BL, LS_T1_TL_BR,//64 LS_T1_TL__R, LS_T1_TL_TR, LS_T1_TL_T_, LS_T1_TL__L, LS_T1_TL_BL, LS_T1__L_BR,//70 LS_T1__L__R, LS_T1__L_TR, LS_T1__L_T_, LS_T1__L_TL, LS_T1__L_BL, LS_T1_BL_BR,//76 LS_T1_BL__R, LS_T1_BL_TR, LS_T1_BL_T_, LS_T1_BL_TL, LS_T1_BL__L, //Bounces LS_B1_BR, LS_B1__R, LS_B1_TR, LS_B1_T_, LS_B1_TL, LS_B1__L, LS_B1_BL, //Deflected attacks LS_D1_BR, LS_D1__R, LS_D1_TR, LS_D1_T_, LS_D1_TL, LS_D1__L, LS_D1_BL, LS_D1_B_, //Reflected attacks LS_V1_BR, LS_V1__R, LS_V1_TR, LS_V1_T_, LS_V1_TL, LS_V1__L, LS_V1_BL, LS_V1_B_, // Broken parries LS_H1_T_,// LS_H1_TR, LS_H1_TL, LS_H1_BR, LS_H1_B_, LS_H1_BL, // Knockaways LS_K1_T_,// LS_K1_TR, LS_K1_TL, LS_K1_BR, LS_K1_BL, // Parries LS_PARRY_UP,// LS_PARRY_UR, LS_PARRY_UL, LS_PARRY_LR, LS_PARRY_LL, // Projectile Reflections LS_REFLECT_UP,// LS_REFLECT_UR, LS_REFLECT_UL, LS_REFLECT_LR, LS_REFLECT_LL, LS_MOVE_MAX// } saberMoveName_t; typedef enum { Q_BR, Q_R, Q_TR, Q_T, Q_TL, Q_L, Q_BL, Q_B, Q_NUM_QUADS } saberQuadrant_t; typedef struct { char *name; int animToUse; int startQuad; int endQuad; unsigned animSetFlags; int blendTime; int blocking; saberMoveName_t chain_idle; // What move to call if the attack button is not pressed at the end of this anim saberMoveName_t chain_attack; // What move to call if the attack button (and nothing else) is pressed qboolean trailLength; } saberMoveData_t; extern saberMoveData_t saberMoveData[LS_MOVE_MAX]; #endif // __WP_SABER_H