1051 lines
27 KiB
C
1051 lines
27 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// bg_public.h -- definitions shared by both the server game and client game modules
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// because games can change separately from the main system version, we need a
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// second version that must match between game and cgame
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#ifndef __BG_PUBLIC_H__
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#define __BG_PUBLIC_H__
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#include "bg_weapons.h"
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#include "anims.h"
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#define GAME_VERSION "basejk-1"
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#define DEFAULT_GRAVITY 800
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#define GIB_HEALTH -40
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#define ARMOR_PROTECTION 0.50 // Shields only stop 50% of armor-piercing dmg
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#define ARMOR_REDUCTION_FACTOR 0.50 // Certain damage doesn't take off armor as efficiently
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#define JUMP_VELOCITY 225//270
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#define MAX_ITEMS 256
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#define RANK_TIED_FLAG 0x4000
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#define ITEM_RADIUS 15 // item sizes are needed for client side pickup detection
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#define SCORE_NOT_PRESENT -9999 // for the CS_SCORES[12] when only one player is present
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#define VOTE_TIME 30000 // 30 seconds before vote times out
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#define DEFAULT_MINS_2 -24
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#define DEFAULT_MAXS_2 40
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#define CROUCH_MAXS_2 16
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#define STANDARD_VIEWHEIGHT_OFFSET -4
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#define MINS_Z -24
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#define DEFAULT_VIEWHEIGHT (DEFAULT_MAXS_2+STANDARD_VIEWHEIGHT_OFFSET)//26
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#define CROUCH_VIEWHEIGHT (CROUCH_MAXS_2+STANDARD_VIEWHEIGHT_OFFSET)//12
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#define DEAD_VIEWHEIGHT -16
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#define MAX_CLIENT_SCORE_SEND 20
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//
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// config strings are a general means of communicating variable length strings
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// from the server to all connected clients.
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//
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// CS_SERVERINFO and CS_SYSTEMINFO are defined in q_shared.h
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#define CS_MUSIC 2
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#define CS_MESSAGE 3 // from the map worldspawn's message field
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#define CS_MOTD 4 // g_motd string for server message of the day
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#define CS_WARMUP 5 // server time when the match will be restarted
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#define CS_SCORES1 6
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#define CS_SCORES2 7
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#define CS_VOTE_TIME 8
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#define CS_VOTE_STRING 9
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#define CS_VOTE_YES 10
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#define CS_VOTE_NO 11
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#define CS_TEAMVOTE_TIME 12
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#define CS_TEAMVOTE_STRING 14
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#define CS_TEAMVOTE_YES 16
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#define CS_TEAMVOTE_NO 18
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#define CS_GAME_VERSION 20
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#define CS_LEVEL_START_TIME 21 // so the timer only shows the current level
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#define CS_INTERMISSION 22 // when 1, fraglimit/timelimit has been hit and intermission will start in a second or two
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#define CS_FLAGSTATUS 23 // string indicating flag status in CTF
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#define CS_SHADERSTATE 24
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#define CS_BOTINFO 25
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#define CS_ITEMS 27 // string of 0's and 1's that tell which items are present
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#define CS_CLIENT_JEDIMASTER 28 // current jedi master
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#define CS_CLIENT_DUELWINNER 29 // current duel round winner - needed for printing at top of scoreboard
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#define CS_CLIENT_DUELISTS 30 // client numbers for both current duelists. Needed for a number of client-side things.
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// these are also in be_aas_def.h - argh (rjr)
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#define CS_MODELS 32
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#define CS_SOUNDS (CS_MODELS+MAX_MODELS)
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#define CS_PLAYERS (CS_SOUNDS+MAX_SOUNDS)
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/*
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Ghoul2 Insert Start
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*/
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#define CS_CHARSKINS (CS_PLAYERS+MAX_CLIENTS)
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/*
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Ghoul2 Insert End
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*/
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#define CS_LOCATIONS (CS_CHARSKINS+MAX_CHARSKINS)
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#define CS_PARTICLES (CS_LOCATIONS+MAX_LOCATIONS)
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#define CS_EFFECTS (CS_PARTICLES+MAX_LOCATIONS)
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#define CS_LIGHT_STYLES (CS_EFFECTS + MAX_FX)
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#define CS_STRING_PACKAGES (CS_LIGHT_STYLES + (MAX_LIGHT_STYLES*3))
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#define CS_MAX (CS_STRING_PACKAGES+MAX_STRING_PACKAGES)
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#if (CS_MAX) > MAX_CONFIGSTRINGS
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#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS
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#endif
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typedef enum {
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G2_MODELPART_HEAD = 10,
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G2_MODELPART_WAIST,
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G2_MODELPART_LARM,
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G2_MODELPART_RARM,
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G2_MODELPART_LLEG,
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G2_MODELPART_RLEG
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} g2ModelParts_t;
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#define G2_MODEL_PART 50
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typedef enum {
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HANDEXTEND_NONE = 0,
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HANDEXTEND_FORCEPUSH,
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HANDEXTEND_FORCEPULL,
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HANDEXTEND_FORCEGRIP,
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HANDEXTEND_SABERPULL,
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HANDEXTEND_CHOKE, //use handextend priorities to choke someone being gripped
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HANDEXTEND_WEAPONREADY,
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HANDEXTEND_DODGE,
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HANDEXTEND_KNOCKDOWN,
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HANDEXTEND_DUELCHALLENGE,
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HANDEXTEND_TAUNT
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} forceHandAnims_t;
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typedef enum {
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GT_FFA, // free for all
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GT_HOLOCRON, // holocron ffa
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GT_JEDIMASTER, // jedi master
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GT_TOURNAMENT, // one on one tournament
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GT_SINGLE_PLAYER, // single player ffa
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//-- team games go after this --
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GT_TEAM, // team deathmatch
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GT_SAGA, // saga
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GT_CTF, // capture the flag
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GT_CTY,
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GT_MAX_GAME_TYPE
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} gametype_t;
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typedef enum { GENDER_MALE, GENDER_FEMALE, GENDER_NEUTER } gender_t;
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extern vec3_t WP_MuzzlePoint[WP_NUM_WEAPONS];
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extern int forcePowerSorted[NUM_FORCE_POWERS];
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/*
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===================================================================================
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PMOVE MODULE
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The pmove code takes a player_state_t and a usercmd_t and generates a new player_state_t
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and some other output data. Used for local prediction on the client game and true
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movement on the server game.
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===================================================================================
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*/
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typedef struct animation_s {
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int firstFrame;
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int numFrames;
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int loopFrames; // 0 to numFrames
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int frameLerp; // msec between frames
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int initialLerp; // msec to get to first frame
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int reversed; // true if animation is reversed
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int flipflop; // true if animation should flipflop back to base
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} animation_t;
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extern qboolean BGPAFtextLoaded;
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extern animation_t bgGlobalAnimations[MAX_TOTALANIMATIONS];
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// flip the togglebit every time an animation
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// changes so a restart of the same anim can be detected
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#define ANIM_TOGGLEBIT 2048 // Maximum number of animation sequences is 2048 (0-2047). 12th bit is the toggle
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typedef enum {
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PM_NORMAL, // can accelerate and turn
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PM_FLOAT, // float with no gravity in general direction of velocity (intended for gripping)
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PM_NOCLIP, // noclip movement
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PM_SPECTATOR, // still run into walls
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PM_DEAD, // no acceleration or turning, but free falling
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PM_FREEZE, // stuck in place with no control
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PM_INTERMISSION, // no movement or status bar
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PM_SPINTERMISSION // no movement or status bar
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} pmtype_t;
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typedef enum {
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WEAPON_READY,
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WEAPON_RAISING,
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WEAPON_DROPPING,
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WEAPON_FIRING,
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WEAPON_CHARGING,
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WEAPON_CHARGING_ALT,
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WEAPON_IDLE, //lowered // NOTENOTE Added with saber
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} weaponstate_t;
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typedef enum {
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FORCE_MASTERY_UNINITIATED,
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FORCE_MASTERY_INITIATE,
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FORCE_MASTERY_PADAWAN,
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FORCE_MASTERY_JEDI,
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FORCE_MASTERY_JEDI_GUARDIAN,
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FORCE_MASTERY_JEDI_ADEPT,
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FORCE_MASTERY_JEDI_KNIGHT,
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FORCE_MASTERY_JEDI_MASTER,
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NUM_FORCE_MASTERY_LEVELS
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};
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extern char *forceMasteryLevels[NUM_FORCE_MASTERY_LEVELS];
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extern int forceMasteryPoints[NUM_FORCE_MASTERY_LEVELS];
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extern int bgForcePowerCost[NUM_FORCE_POWERS][NUM_FORCE_POWER_LEVELS];
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// pmove->pm_flags
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#define PMF_DUCKED 1
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#define PMF_JUMP_HELD 2
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#define PMF_ROLLING 4
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#define PMF_BACKWARDS_JUMP 8 // go into backwards land
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#define PMF_BACKWARDS_RUN 16 // coast down to backwards run
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#define PMF_TIME_LAND 32 // pm_time is time before rejump
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#define PMF_TIME_KNOCKBACK 64 // pm_time is an air-accelerate only time
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#define PMF_TIME_WATERJUMP 256 // pm_time is waterjump
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#define PMF_RESPAWNED 512 // clear after attack and jump buttons come up
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#define PMF_USE_ITEM_HELD 1024
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#define PMF_UPDATE_ANIM 2048 // The server updated the animation, the pmove should set the ghoul2 anim to match.
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#define PMF_FOLLOW 4096 // spectate following another player
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#define PMF_SCOREBOARD 8192 // spectate as a scoreboard
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#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK)
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#define MAXTOUCH 32
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typedef struct {
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// state (in / out)
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playerState_t *ps;
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// command (in)
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usercmd_t cmd;
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int tracemask; // collide against these types of surfaces
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int debugLevel; // if set, diagnostic output will be printed
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qboolean noFootsteps; // if the game is setup for no footsteps by the server
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qboolean gauntletHit; // true if a gauntlet attack would actually hit something
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int framecount;
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// results (out)
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int numtouch;
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int touchents[MAXTOUCH];
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int useEvent;
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vec3_t mins, maxs; // bounding box size
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int watertype;
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int waterlevel;
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int gametype;
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animation_t *animations;
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float xyspeed;
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// for fixed msec Pmove
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int pmove_fixed;
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int pmove_msec;
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// callbacks to test the world
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// these will be different functions during game and cgame
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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 );
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int (*pointcontents)( const vec3_t point, int passEntityNum );
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playerState_t *bgClients[MAX_CLIENTS];
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} pmove_t;
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extern pmove_t *pm;
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#define SETANIM_TORSO 1
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#define SETANIM_LEGS 2
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#define SETANIM_BOTH SETANIM_TORSO|SETANIM_LEGS//3
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#define SETANIM_FLAG_NORMAL 0//Only set if timer is 0
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#define SETANIM_FLAG_OVERRIDE 1//Override previous
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#define SETANIM_FLAG_HOLD 2//Set the new timer
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#define SETANIM_FLAG_RESTART 4//Allow restarting the anim if playing the same one (weapon fires)
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#define SETANIM_FLAG_HOLDLESS 8//Set the new timer
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// if a full pmove isn't done on the client, you can just update the angles
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void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd );
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void Pmove (pmove_t *pmove);
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//===================================================================================
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// player_state->stats[] indexes
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// NOTE: may not have more than 16
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typedef enum {
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STAT_HEALTH,
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STAT_HOLDABLE_ITEM,
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STAT_HOLDABLE_ITEMS,
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STAT_PERSISTANT_POWERUP,
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STAT_WEAPONS, // 16 bit fields
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STAT_ARMOR,
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STAT_DEAD_YAW, // look this direction when dead (FIXME: get rid of?)
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STAT_CLIENTS_READY, // bit mask of clients wishing to exit the intermission (FIXME: configstring?)
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STAT_MAX_HEALTH // health / armor limit, changable by handicap
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} statIndex_t;
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// player_state->persistant[] indexes
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// these fields are the only part of player_state that isn't
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// cleared on respawn
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// NOTE: may not have more than 16
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typedef enum {
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PERS_SCORE, // !!! MUST NOT CHANGE, SERVER AND GAME BOTH REFERENCE !!!
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PERS_HITS, // total points damage inflicted so damage beeps can sound on change
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PERS_RANK, // player rank or team rank
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PERS_TEAM, // player team
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PERS_SPAWN_COUNT, // incremented every respawn
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PERS_PLAYEREVENTS, // 16 bits that can be flipped for events
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PERS_ATTACKER, // clientnum of last damage inflicter
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PERS_ATTACKEE_ARMOR, // health/armor of last person we attacked
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PERS_KILLED, // count of the number of times you died
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// player awards tracking
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PERS_IMPRESSIVE_COUNT, // two railgun hits in a row
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PERS_EXCELLENT_COUNT, // two successive kills in a short amount of time
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PERS_DEFEND_COUNT, // defend awards
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PERS_ASSIST_COUNT, // assist awards
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PERS_GAUNTLET_FRAG_COUNT, // kills with the guantlet
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PERS_CAPTURES // captures
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} persEnum_t;
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// entityState_t->eFlags
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#define EF_DEAD 0x00000001 // don't draw a foe marker over players with EF_DEAD
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#define EF_BOUNCE_SHRAPNEL 0x00000002 // special shrapnel flag
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#define EF_TELEPORT_BIT 0x00000004 // toggled every time the origin abruptly changes
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#define EF_AWARD_EXCELLENT 0x00000008 // draw an excellent sprite
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#define EF_PLAYER_EVENT 0x00000010
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#define EF_BOUNCE 0x00000010 // for missiles
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#define EF_BOUNCE_HALF 0x00000020 // for missiles
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#define EF_AWARD_GAUNTLET 0x00000040 // draw a gauntlet sprite
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#define EF_NODRAW 0x00000080 // may have an event, but no model (unspawned items)
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#define EF_FIRING 0x00000100 // for lightning gun
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#define EF_ALT_FIRING 0x00000200 // for alt-fires, mostly for lightning guns though
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#define EF_MOVER_STOP 0x00000400 // will push otherwise
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#define EF_AWARD_CAP 0x00000800 // draw the capture sprite
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#define EF_TALK 0x00001000 // draw a talk balloon
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#define EF_CONNECTION 0x00002000 // draw a connection trouble sprite
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#define EF_VOTED 0x00004000 // already cast a vote
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#define EF_AWARD_IMPRESSIVE 0x00008000 // draw an impressive sprite
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#define EF_AWARD_DEFEND 0x00010000 // draw a defend sprite
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#define EF_AWARD_ASSIST 0x00020000 // draw a assist sprite
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#define EF_AWARD_DENIED 0x00040000 // denied
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#define EF_TEAMVOTED 0x00080000 // already cast a team vote
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#define EF_SEEKERDRONE 0x00100000 // show seeker drone floating around head
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#define EF_MISSILE_STICK 0x00200000 // missiles that stick to the wall.
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#define EF_ITEMPLACEHOLDER 0x00400000 // item effect
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#define EF_SOUNDTRACKER 0x00800000 // sound position needs to be updated in relation to another entity
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#define EF_DROPPEDWEAPON 0x01000000 // it's a dropped weapon
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#define EF_DISINTEGRATION 0x02000000 // being disintegrated by the disruptor
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#define EF_INVULNERABLE 0x04000000 // just spawned in or whatever, so is protected
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typedef enum {
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EFFECT_NONE = 0,
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EFFECT_SMOKE,
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EFFECT_EXPLOSION,
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EFFECT_EXPLOSION_PAS,
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EFFECT_SPARK_EXPLOSION,
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EFFECT_EXPLOSION_TRIPMINE,
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EFFECT_EXPLOSION_DETPACK,
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EFFECT_EXPLOSION_FLECHETTE,
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EFFECT_STUNHIT,
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EFFECT_EXPLOSION_DEMP2ALT,
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EFFECT_MAX
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} effectTypes_t;
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// NOTE: may not have more than 16
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typedef enum {
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PW_NONE,
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PW_QUAD,
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PW_BATTLESUIT,
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PW_HASTE,
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//PW_INVIS, //rww - removed
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//PW_REGEN, //rww - removed
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//PW_FLIGHT, //rww - removed
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PW_REDFLAG,
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PW_BLUEFLAG,
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PW_NEUTRALFLAG,
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PW_SHIELDHIT,
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//PW_SCOUT, //rww - removed
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//PW_GUARD, //rww - removed
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//PW_DOUBLER, //rww - removed
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//PW_AMMOREGEN, //rww - removed
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PW_SPEEDBURST,
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PW_DISINT_4,
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PW_SPEED,
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PW_FORCE_LIGHTNING,
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PW_FORCE_ENLIGHTENED_LIGHT,
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PW_FORCE_ENLIGHTENED_DARK,
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PW_FORCE_BOON,
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PW_YSALAMIRI,
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PW_NUM_POWERUPS
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} powerup_t;
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typedef enum {
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HI_NONE,
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HI_SEEKER,
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HI_SHIELD,
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HI_MEDPAC,
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HI_DATAPAD,
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HI_BINOCULARS,
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HI_SENTRY_GUN,
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HI_NUM_HOLDABLE
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} holdable_t;
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typedef enum {
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CTFMESSAGE_FRAGGED_FLAG_CARRIER,
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CTFMESSAGE_FLAG_RETURNED,
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CTFMESSAGE_PLAYER_RETURNED_FLAG,
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CTFMESSAGE_PLAYER_CAPTURED_FLAG,
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CTFMESSAGE_PLAYER_GOT_FLAG
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} ctfMsg_t;
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// reward sounds (stored in ps->persistant[PERS_PLAYEREVENTS])
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#define PLAYEREVENT_DENIEDREWARD 0x0001
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#define PLAYEREVENT_GAUNTLETREWARD 0x0002
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// entityState_t->event values
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// entity events are for effects that take place reletive
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// to an existing entities origin. Very network efficient.
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// two bits at the top of the entityState->event field
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// will be incremented with each change in the event so
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// that an identical event started twice in a row can
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// be distinguished. And off the value with ~EV_EVENT_BITS
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// to retrieve the actual event number
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#define EV_EVENT_BIT1 0x00000100
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#define EV_EVENT_BIT2 0x00000200
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#define EV_EVENT_BITS (EV_EVENT_BIT1|EV_EVENT_BIT2)
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#define EVENT_VALID_MSEC 300
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typedef enum
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{
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PDSOUND_NONE,
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PDSOUND_PROTECTHIT,
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PDSOUND_PROTECT,
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PDSOUND_ABSORBHIT,
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PDSOUND_ABSORB,
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PDSOUND_FORCEJUMP,
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PDSOUND_FORCEGRIP
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} pdSounds_t;
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typedef enum {
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EV_NONE,
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EV_CLIENTJOIN,
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EV_FOOTSTEP,
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EV_FOOTSTEP_METAL,
|
|
EV_FOOTSPLASH,
|
|
EV_FOOTWADE,
|
|
EV_SWIM,
|
|
|
|
EV_STEP_4,
|
|
EV_STEP_8,
|
|
EV_STEP_12,
|
|
EV_STEP_16,
|
|
|
|
EV_FALL,
|
|
|
|
EV_JUMP_PAD, // boing sound at origin, jump sound on player
|
|
|
|
EV_PRIVATE_DUEL,
|
|
|
|
EV_JUMP,
|
|
EV_ROLL,
|
|
EV_WATER_TOUCH, // foot touches
|
|
EV_WATER_LEAVE, // foot leaves
|
|
EV_WATER_UNDER, // head touches
|
|
EV_WATER_CLEAR, // head leaves
|
|
|
|
EV_ITEM_PICKUP, // normal item pickups are predictable
|
|
EV_GLOBAL_ITEM_PICKUP, // powerup / team sounds are broadcast to everyone
|
|
|
|
EV_NOAMMO,
|
|
EV_CHANGE_WEAPON,
|
|
EV_FIRE_WEAPON,
|
|
EV_ALT_FIRE,
|
|
EV_SABER_ATTACK,
|
|
EV_SABER_HIT,
|
|
EV_SABER_BLOCK,
|
|
EV_SABER_UNHOLSTER,
|
|
EV_BECOME_JEDIMASTER,
|
|
EV_DISRUPTOR_MAIN_SHOT,
|
|
EV_DISRUPTOR_SNIPER_SHOT,
|
|
EV_DISRUPTOR_SNIPER_MISS,
|
|
EV_DISRUPTOR_HIT,
|
|
EV_DISRUPTOR_ZOOMSOUND,
|
|
|
|
EV_PREDEFSOUND,
|
|
|
|
EV_TEAM_POWER,
|
|
|
|
EV_SCREENSHAKE,
|
|
|
|
EV_USE, // +Use key
|
|
|
|
EV_USE_ITEM0,
|
|
EV_USE_ITEM1,
|
|
EV_USE_ITEM2,
|
|
EV_USE_ITEM3,
|
|
EV_USE_ITEM4,
|
|
EV_USE_ITEM5,
|
|
EV_USE_ITEM6,
|
|
EV_USE_ITEM7,
|
|
EV_USE_ITEM8,
|
|
EV_USE_ITEM9,
|
|
EV_USE_ITEM10,
|
|
EV_USE_ITEM11,
|
|
EV_USE_ITEM12,
|
|
EV_USE_ITEM13,
|
|
EV_USE_ITEM14,
|
|
EV_USE_ITEM15,
|
|
|
|
EV_ITEMUSEFAIL,
|
|
|
|
EV_ITEM_RESPAWN,
|
|
EV_ITEM_POP,
|
|
EV_PLAYER_TELEPORT_IN,
|
|
EV_PLAYER_TELEPORT_OUT,
|
|
|
|
EV_GRENADE_BOUNCE, // eventParm will be the soundindex
|
|
EV_MISSILE_STICK, // eventParm will be the soundindex
|
|
|
|
EV_PLAY_EFFECT,
|
|
EV_PLAY_EFFECT_ID,
|
|
|
|
EV_MUTE_SOUND,
|
|
EV_GENERAL_SOUND,
|
|
EV_GLOBAL_SOUND, // no attenuation
|
|
EV_GLOBAL_TEAM_SOUND,
|
|
EV_ENTITY_SOUND,
|
|
|
|
EV_PLAY_ROFF,
|
|
|
|
EV_GLASS_SHATTER,
|
|
EV_DEBRIS,
|
|
|
|
EV_MISSILE_HIT,
|
|
EV_MISSILE_MISS,
|
|
EV_MISSILE_MISS_METAL,
|
|
EV_BULLET, // otherEntity is the shooter
|
|
|
|
EV_PAIN,
|
|
EV_DEATH1,
|
|
EV_DEATH2,
|
|
EV_DEATH3,
|
|
EV_OBITUARY,
|
|
|
|
EV_POWERUP_QUAD,
|
|
EV_POWERUP_BATTLESUIT,
|
|
//EV_POWERUP_REGEN,
|
|
|
|
EV_FORCE_DRAINED,
|
|
|
|
EV_GIB_PLAYER, // gib a previously living player
|
|
EV_SCOREPLUM, // score plum
|
|
|
|
EV_CTFMESSAGE,
|
|
|
|
EV_SAGA_ROUNDOVER,
|
|
EV_SAGA_OBJECTIVECOMPLETE,
|
|
|
|
EV_DESTROY_GHOUL2_INSTANCE,
|
|
|
|
EV_DESTROY_WEAPON_MODEL,
|
|
|
|
EV_GIVE_NEW_RANK,
|
|
EV_SET_FREE_SABER,
|
|
EV_SET_FORCE_DISABLE,
|
|
|
|
EV_WEAPON_CHARGE,
|
|
EV_WEAPON_CHARGE_ALT,
|
|
|
|
EV_SHIELD_HIT,
|
|
|
|
EV_DEBUG_LINE,
|
|
EV_TESTLINE,
|
|
EV_STOPLOOPINGSOUND,
|
|
EV_STARTLOOPINGSOUND,
|
|
EV_TAUNT,
|
|
EV_TAUNT_YES,
|
|
EV_TAUNT_NO,
|
|
EV_TAUNT_FOLLOWME,
|
|
EV_TAUNT_GETFLAG,
|
|
EV_TAUNT_GUARDBASE,
|
|
EV_TAUNT_PATROL,
|
|
|
|
EV_BODY_QUEUE_COPY,
|
|
|
|
} entity_event_t; // There is a maximum of 256 events (8 bits transmission, 2 high bits for uniqueness)
|
|
|
|
|
|
typedef enum {
|
|
GTS_RED_CAPTURE,
|
|
GTS_BLUE_CAPTURE,
|
|
GTS_RED_RETURN,
|
|
GTS_BLUE_RETURN,
|
|
GTS_RED_TAKEN,
|
|
GTS_BLUE_TAKEN,
|
|
GTS_REDTEAM_SCORED,
|
|
GTS_BLUETEAM_SCORED,
|
|
GTS_REDTEAM_TOOK_LEAD,
|
|
GTS_BLUETEAM_TOOK_LEAD,
|
|
GTS_TEAMS_ARE_TIED
|
|
} global_team_sound_t;
|
|
|
|
|
|
|
|
typedef enum {
|
|
TEAM_FREE,
|
|
TEAM_RED,
|
|
TEAM_BLUE,
|
|
TEAM_SPECTATOR,
|
|
|
|
TEAM_NUM_TEAMS
|
|
} team_t;
|
|
|
|
// Time between location updates
|
|
#define TEAM_LOCATION_UPDATE_TIME 1000
|
|
|
|
// How many players on the overlay
|
|
#define TEAM_MAXOVERLAY 32
|
|
|
|
//team task
|
|
typedef enum {
|
|
TEAMTASK_NONE,
|
|
TEAMTASK_OFFENSE,
|
|
TEAMTASK_DEFENSE,
|
|
TEAMTASK_PATROL,
|
|
TEAMTASK_FOLLOW,
|
|
TEAMTASK_RETRIEVE,
|
|
TEAMTASK_ESCORT,
|
|
TEAMTASK_CAMP
|
|
} teamtask_t;
|
|
|
|
// means of death
|
|
typedef enum {
|
|
MOD_UNKNOWN,
|
|
MOD_STUN_BATON,
|
|
MOD_MELEE,
|
|
MOD_SABER,
|
|
MOD_BRYAR_PISTOL,
|
|
MOD_BRYAR_PISTOL_ALT,
|
|
MOD_BLASTER,
|
|
MOD_DISRUPTOR,
|
|
MOD_DISRUPTOR_SPLASH,
|
|
MOD_DISRUPTOR_SNIPER,
|
|
MOD_BOWCASTER,
|
|
MOD_REPEATER,
|
|
MOD_REPEATER_ALT,
|
|
MOD_REPEATER_ALT_SPLASH,
|
|
MOD_DEMP2,
|
|
MOD_DEMP2_ALT,
|
|
MOD_FLECHETTE,
|
|
MOD_FLECHETTE_ALT_SPLASH,
|
|
MOD_ROCKET,
|
|
MOD_ROCKET_SPLASH,
|
|
MOD_ROCKET_HOMING,
|
|
MOD_ROCKET_HOMING_SPLASH,
|
|
MOD_THERMAL,
|
|
MOD_THERMAL_SPLASH,
|
|
MOD_TRIP_MINE_SPLASH,
|
|
MOD_TIMED_MINE_SPLASH,
|
|
MOD_DET_PACK_SPLASH,
|
|
MOD_FORCE_DARK,
|
|
MOD_SENTRY,
|
|
MOD_WATER,
|
|
MOD_SLIME,
|
|
MOD_LAVA,
|
|
MOD_CRUSH,
|
|
MOD_TELEFRAG,
|
|
MOD_FALLING,
|
|
MOD_SUICIDE,
|
|
MOD_TARGET_LASER,
|
|
MOD_TRIGGER_HURT,
|
|
MOD_MAX
|
|
} meansOfDeath_t;
|
|
|
|
|
|
//---------------------------------------------------------
|
|
|
|
// gitem_t->type
|
|
typedef enum {
|
|
IT_BAD,
|
|
IT_WEAPON, // EFX: rotate + upscale + minlight
|
|
IT_AMMO, // EFX: rotate
|
|
IT_ARMOR, // EFX: rotate + minlight
|
|
IT_HEALTH, // EFX: static external sphere + rotating internal
|
|
IT_POWERUP, // instant on, timer based
|
|
// EFX: rotate + external ring that rotates
|
|
IT_HOLDABLE, // single use, holdable item
|
|
// EFX: rotate + bob
|
|
IT_PERSISTANT_POWERUP,
|
|
IT_TEAM
|
|
} itemType_t;
|
|
|
|
#define MAX_ITEM_MODELS 4
|
|
|
|
typedef struct gitem_s {
|
|
char *classname; // spawning name
|
|
char *pickup_sound;
|
|
char *world_model[MAX_ITEM_MODELS];
|
|
char *view_model;
|
|
|
|
char *icon;
|
|
// char *pickup_name; // for printing on pickup
|
|
|
|
int quantity; // for ammo how much, or duration of powerup
|
|
itemType_t giType; // IT_* flags
|
|
|
|
int giTag;
|
|
|
|
char *precaches; // string of all models and images this item will use
|
|
char *sounds; // string of all sounds this item will use
|
|
} gitem_t;
|
|
|
|
// included in both the game dll and the client
|
|
extern gitem_t bg_itemlist[];
|
|
extern int bg_numItems;
|
|
|
|
float vectoyaw( const vec3_t vec );
|
|
|
|
gitem_t *BG_FindItem( const char *classname );
|
|
gitem_t *BG_FindItemForWeapon( weapon_t weapon );
|
|
gitem_t *BG_FindItemForPowerup( powerup_t pw );
|
|
gitem_t *BG_FindItemForHoldable( holdable_t pw );
|
|
#define ITEM_INDEX(x) ((x)-bg_itemlist)
|
|
|
|
qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps );
|
|
|
|
|
|
|
|
#define SABER_BLOCK_DUR 150 // number of milliseconds a block animation should take.
|
|
|
|
|
|
|
|
// g_dmflags->integer flags
|
|
#define DF_NO_FALLING 8
|
|
#define DF_FIXED_FOV 16
|
|
#define DF_NO_FOOTSTEPS 32
|
|
|
|
// content masks
|
|
#define MASK_ALL (-1)
|
|
#define MASK_SOLID (CONTENTS_SOLID)
|
|
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY)
|
|
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP)
|
|
#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
|
|
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
|
|
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE)
|
|
|
|
|
|
//
|
|
// entityState_t->eType
|
|
//
|
|
typedef enum {
|
|
ET_GENERAL,
|
|
ET_PLAYER,
|
|
ET_ITEM,
|
|
ET_MISSILE,
|
|
ET_SPECIAL, // rww - force fields
|
|
ET_HOLOCRON, // rww - holocron icon displays
|
|
ET_MOVER,
|
|
ET_BEAM,
|
|
ET_PORTAL,
|
|
ET_SPEAKER,
|
|
ET_PUSH_TRIGGER,
|
|
ET_TELEPORT_TRIGGER,
|
|
ET_INVISIBLE,
|
|
ET_GRAPPLE, // grapple hooked on wall
|
|
ET_TEAM,
|
|
ET_BODY,
|
|
|
|
ET_EVENTS // any of the EV_* events can be added freestanding
|
|
// by setting eType to ET_EVENTS + eventNum
|
|
// this avoids having to set eFlags and eventNum
|
|
} entityType_t;
|
|
|
|
// Okay, here lies the much-dreaded Pat-created FSM movement chart... Heretic II strikes again!
|
|
// Why am I inflicting this on you? Well, it's better than hardcoded states.
|
|
// Ideally this will be replaced with an external file or more sophisticated move-picker
|
|
// once the game gets out of prototype stage.
|
|
|
|
// rww - Moved all this to bg_public so that we can access the saberMoveData stuff on the cgame
|
|
// which is currently used for determining if a saber trail should be rendered in a given frame
|
|
|
|
typedef enum {
|
|
// Invalid, or saber not armed
|
|
LS_NONE = 0,
|
|
|
|
// General movements with saber
|
|
LS_READY,
|
|
LS_DRAW,
|
|
LS_PUTAWAY,
|
|
|
|
// Attacks
|
|
LS_A_TL2BR,//4
|
|
LS_A_L2R,
|
|
LS_A_BL2TR,
|
|
LS_A_BR2TL,
|
|
LS_A_R2L,
|
|
LS_A_TR2BL,
|
|
LS_A_T2B,
|
|
LS_A_BACKSTAB,
|
|
LS_A_BACK,
|
|
LS_A_BACK_CR,
|
|
LS_A_LUNGE,
|
|
LS_A_JUMP_T__B_,
|
|
LS_A_FLIP_STAB,
|
|
LS_A_FLIP_SLASH,
|
|
|
|
//starts
|
|
LS_S_TL2BR,//26
|
|
LS_S_L2R,
|
|
LS_S_BL2TR,//# Start of attack chaining to SLASH LR2UL
|
|
LS_S_BR2TL,//# Start of attack chaining to SLASH LR2UL
|
|
LS_S_R2L,
|
|
LS_S_TR2BL,
|
|
LS_S_T2B,
|
|
|
|
//returns
|
|
LS_R_TL2BR,//33
|
|
LS_R_L2R,
|
|
LS_R_BL2TR,
|
|
LS_R_BR2TL,
|
|
LS_R_R2L,
|
|
LS_R_TR2BL,
|
|
LS_R_T2B,
|
|
|
|
//transitions
|
|
LS_T1_BR__R,//40
|
|
LS_T1_BR_TR,
|
|
LS_T1_BR_T_,
|
|
LS_T1_BR_TL,
|
|
LS_T1_BR__L,
|
|
LS_T1_BR_BL,
|
|
LS_T1__R_BR,//46
|
|
LS_T1__R_TR,
|
|
LS_T1__R_T_,
|
|
LS_T1__R_TL,
|
|
LS_T1__R__L,
|
|
LS_T1__R_BL,
|
|
LS_T1_TR_BR,//52
|
|
LS_T1_TR__R,
|
|
LS_T1_TR_T_,
|
|
LS_T1_TR_TL,
|
|
LS_T1_TR__L,
|
|
LS_T1_TR_BL,
|
|
LS_T1_T__BR,//58
|
|
LS_T1_T___R,
|
|
LS_T1_T__TR,
|
|
LS_T1_T__TL,
|
|
LS_T1_T___L,
|
|
LS_T1_T__BL,
|
|
LS_T1_TL_BR,//64
|
|
LS_T1_TL__R,
|
|
LS_T1_TL_TR,
|
|
LS_T1_TL_T_,
|
|
LS_T1_TL__L,
|
|
LS_T1_TL_BL,
|
|
LS_T1__L_BR,//70
|
|
LS_T1__L__R,
|
|
LS_T1__L_TR,
|
|
LS_T1__L_T_,
|
|
LS_T1__L_TL,
|
|
LS_T1__L_BL,
|
|
LS_T1_BL_BR,//76
|
|
LS_T1_BL__R,
|
|
LS_T1_BL_TR,
|
|
LS_T1_BL_T_,
|
|
LS_T1_BL_TL,
|
|
LS_T1_BL__L,
|
|
|
|
//Bounces
|
|
LS_B1_BR,
|
|
LS_B1__R,
|
|
LS_B1_TR,
|
|
LS_B1_T_,
|
|
LS_B1_TL,
|
|
LS_B1__L,
|
|
LS_B1_BL,
|
|
|
|
//Deflected attacks
|
|
LS_D1_BR,
|
|
LS_D1__R,
|
|
LS_D1_TR,
|
|
LS_D1_T_,
|
|
LS_D1_TL,
|
|
LS_D1__L,
|
|
LS_D1_BL,
|
|
LS_D1_B_,
|
|
|
|
//Reflected attacks
|
|
LS_V1_BR,
|
|
LS_V1__R,
|
|
LS_V1_TR,
|
|
LS_V1_T_,
|
|
LS_V1_TL,
|
|
LS_V1__L,
|
|
LS_V1_BL,
|
|
LS_V1_B_,
|
|
|
|
// Broken parries
|
|
LS_H1_T_,//
|
|
LS_H1_TR,
|
|
LS_H1_TL,
|
|
LS_H1_BR,
|
|
LS_H1_B_,
|
|
LS_H1_BL,
|
|
|
|
// Knockaways
|
|
LS_K1_T_,//
|
|
LS_K1_TR,
|
|
LS_K1_TL,
|
|
LS_K1_BR,
|
|
LS_K1_BL,
|
|
|
|
// Parries
|
|
LS_PARRY_UP,//
|
|
LS_PARRY_UR,
|
|
LS_PARRY_UL,
|
|
LS_PARRY_LR,
|
|
LS_PARRY_LL,
|
|
|
|
// Projectile Reflections
|
|
LS_REFLECT_UP,//
|
|
LS_REFLECT_UR,
|
|
LS_REFLECT_UL,
|
|
LS_REFLECT_LR,
|
|
LS_REFLECT_LL,
|
|
|
|
LS_MOVE_MAX//
|
|
} saberMoveName_t;
|
|
|
|
typedef enum {
|
|
Q_BR,
|
|
Q_R,
|
|
Q_TR,
|
|
Q_T,
|
|
Q_TL,
|
|
Q_L,
|
|
Q_BL,
|
|
Q_B,
|
|
Q_NUM_QUADS
|
|
} saberQuadrant_t;
|
|
|
|
typedef struct
|
|
{
|
|
char *name;
|
|
int animToUse;
|
|
int startQuad;
|
|
int endQuad;
|
|
unsigned animSetFlags;
|
|
int blendTime;
|
|
int blocking;
|
|
saberMoveName_t chain_idle; // What move to call if the attack button is not pressed at the end of this anim
|
|
saberMoveName_t chain_attack; // What move to call if the attack button (and nothing else) is pressed
|
|
qboolean trailLength;
|
|
} saberMoveData_t;
|
|
|
|
extern saberMoveData_t saberMoveData[LS_MOVE_MAX];
|
|
|
|
qboolean BG_LegalizedForcePowers(char *powerOut, int maxRank, qboolean freeSaber, int teamForce, int gametype, int fpDisabled);
|
|
|
|
//BG anim utility functions:
|
|
qboolean BG_InSpecialJump( int anim );
|
|
qboolean BG_InSaberStandAnim( int anim );
|
|
qboolean BG_DirectFlippingAnim( int anim );
|
|
qboolean BG_SaberInAttack( int move );
|
|
qboolean BG_SaberInSpecial( int move );
|
|
qboolean BG_SaberInIdle( int move );
|
|
qboolean BG_FlippingAnim( int anim );
|
|
qboolean BG_SpinningSaberAnim( int anim );
|
|
qboolean BG_SaberInSpecialAttack( int anim );
|
|
qboolean BG_InRoll( playerState_t *ps, int anim );
|
|
qboolean BG_InDeathAnim( int anim );
|
|
|
|
void BG_SaberStartTransAnim( int saberAnimLevel, int anim, float *animSpeed );
|
|
|
|
void BG_ForcePowerDrain( playerState_t *ps, forcePowers_t forcePower, int overrideAmt );
|
|
|
|
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 );
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void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad );
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void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
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void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap );
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void BG_G2PlayerAngles( vec3_t startAngles, vec3_t legs[3], vec3_t legsAngles, int painTime, int painDirection, int currentTime,
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qboolean *torso_yawing, float *torso_yawAngle, qboolean *torso_pitching, float *torso_pitchAngle, qboolean *legs_yawing, float *legs_yawAngle,
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int frameTime, vec3_t velocity, int legsAnim, int torsoAnim, qboolean dead, float movementDir, void *ghoul2, qhandle_t *modelList, int weapon);
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qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
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qboolean BG_ParseAnimationFile(const char *filename);
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int BG_GetItemIndexByTag(int tag, int type);
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qboolean BG_HasYsalamiri(int gametype, playerState_t *ps);
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qboolean BG_CanUseFPNow(int gametype, playerState_t *ps, int time, forcePowers_t power);
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void *BG_Alloc ( int size );
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void *BG_AllocUnaligned ( int size );
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void *BG_TempAlloc( int size );
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void BG_TempFree( int size );
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char *BG_StringAlloc ( const char *source );
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qboolean BG_OutOfMemory ( void );
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extern int WeaponReadyAnim[WP_NUM_WEAPONS];
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extern int WeaponAttackAnim[WP_NUM_WEAPONS];
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extern int forcePowerDarkLight[NUM_FORCE_POWERS];
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#define ARENAS_PER_TIER 4
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#define MAX_ARENAS 1024
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#define MAX_ARENAS_TEXT 8192
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#define MAX_BOTS 1024
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#define MAX_BOTS_TEXT 8192
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#endif //__BG_PUBLIC_H__
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