382 lines
9.2 KiB
C
382 lines
9.2 KiB
C
// Copyright (C) 2001-2002 Raven Software
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//
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// bg_weapons.h - weapons data loading
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#ifndef __BG_WEAPONS_H__
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#define __BG_WEAPONS_H__
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// means of death
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typedef enum
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{
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MOD_UNKNOWN,
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// Knife
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MOD_KNIFE,
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// Pistols
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MOD_M1911A1_PISTOL,
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MOD_USSOCOM_PISTOL,
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MOD_SILVER_TALON,
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// Secondarys
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MOD_M590_SHOTGUN,
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MOD_MICRO_UZI_SUBMACHINEGUN,
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MOD_M3A1_SUBMACHINEGUN,
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MOD_MP5,
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// Primaries
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MOD_USAS_12_SHOTGUN,
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MOD_M4_ASSAULT_RIFLE,
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MOD_AK74_ASSAULT_RIFLE,
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MOD_SIG551,
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MOD_MSG90A1_SNIPER_RIFLE,
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MOD_M60_MACHINEGUN,
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MOD_MM1_GRENADE_LAUNCHER,
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MOD_RPG7_LAUNCHER,
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// Grenades
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MOD_M84_GRENADE,
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MOD_SMOHG92_GRENADE,
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MOD_ANM14_GRENADE,
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MOD_M15_GRENADE,
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MOD_WATER,
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MOD_CRUSH,
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MOD_TELEFRAG,
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MOD_FALLING,
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MOD_SUICIDE,
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MOD_TEAMCHANGE,
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MOD_TARGET_LASER,
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MOD_TRIGGER_HURT,
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MOD_TRIGGER_HURT_NOSUICIDE
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} meansOfDeath_t;
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typedef enum
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{
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WP_NONE,
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// Knife
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WP_KNIFE,
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// Pistols
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WP_M1911A1_PISTOL,
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WP_USSOCOM_PISTOL,
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WP_SILVER_TALON,
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// Secondarys
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WP_M590_SHOTGUN,
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WP_MICRO_UZI_SUBMACHINEGUN,
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WP_M3A1_SUBMACHINEGUN,
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WP_MP5,
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// Primaries
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WP_USAS_12_SHOTGUN,
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WP_M4_ASSAULT_RIFLE,
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WP_AK74_ASSAULT_RIFLE,
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WP_SIG551,
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WP_MSG90A1,
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WP_M60_MACHINEGUN,
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WP_MM1_GRENADE_LAUNCHER,
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WP_RPG7_LAUNCHER,
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// Grenades
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WP_M84_GRENADE,
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WP_SMOHG92_GRENADE,
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WP_ANM14_GRENADE,
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WP_M15_GRENADE,
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WP_NUM_WEAPONS
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} weapon_t;
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#define WP_DELAYED_CHANGE_BIT (1<<5)
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typedef enum
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{
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AMMO_KNIFE,
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AMMO_045,
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AMMO_556,
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AMMO_9,
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AMMO_12 ,
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AMMO_762,
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AMMO_40,
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AMMO_RPG7,
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AMMO_M15,
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AMMO_M84,
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AMMO_SMOHG92,
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AMMO_ANM14,
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AMMO_762_BELT,
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AMMO_MP5_9,
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AMMO_MAX,
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AMMO_NONE,
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} ammo_t;
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#define WP_FIREMODE_NONE 0
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#define WP_FIREMODE_AUTO 1
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#define WP_FIREMODE_BURST 2
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#define WP_FIREMODE_SINGLE 3
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#define WP_FIREMODE_MAX 4
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#define PROJECTILE_FIRE 0x0010 // projectile NOT bullet
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#define PROJECTILE_TIMED 0x0020 // projectile ONLY explodes after time is up
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#define PROJECTILE_GRAVITY 0x0040 // projectile obeys gravity
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#define PROJECTILE_DAMAGE_AREA 0x0080 // projectile does area damage over time
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#define UNLOCK_MUZZLEFLASH 0x0100 // muzzle flash is locked to muzzle bolt by default
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#define PROJECTILE_LIGHTGRAVITY 0x0200 // projectile has light gravity
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typedef enum
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{
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CAT_NONE = 0,
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CAT_KNIFE,
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CAT_PISTOL,
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CAT_SHOTGUN,
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CAT_SUB,
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CAT_ASSAULT,
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CAT_SNIPER,
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CAT_HEAVY,
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CAT_GRENADE,
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CAT_MAX
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} ECategory;
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#define MAX_ZOOMNAME 8
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#define ZOOMLEVEL_MAX 3
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typedef struct zoomData_s
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{
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int fov;
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char name[MAX_ZOOMNAME];
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} zoomData_t;
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typedef struct attackData_s
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{
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char name[MAX_QPATH];
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char icon[MAX_QPATH];
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const char* melee;
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meansOfDeath_t mod; // means of death
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int ammoIndex; // Index to proper ammo slot
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union
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{
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int range; // Range of weapon
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int velocity; // speed of projectile
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} rV;
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int clipSize; // how large is a clip
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int fireAmount; // how much ammo to use per shot
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int fireFromClip; // 0 = fire from approp. ammo pool, 1 = fire from clip
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int damage; // how much damage is done per hit
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float inaccuracy; // how inaccurate is weapon
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float zoomInaccuracy; // how inaccurate is the weapon when zoomed
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float maxInaccuracy; // maximum lvl of inaccuracy
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int pellets; // how many individual 'bullets' are shot with one trigger pull?
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int weaponFlags; // which fire modes are available, projectiles timed or impact, .etc
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int projectileLifetime; // how long does projectile live (before exploding)
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int splashRadius; // how large is splash damage radius
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int fireDelay; // Extra delay when firing
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qboolean gore; // is gore enabled for this attack?
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int extraClips; // Extra clips you get when starting
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float bounceScale; // how much something bounces
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vec3_t minKickAngles;
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vec3_t maxKickAngles;
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// Names of effects, sounds, models, bones
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char muzzleEffect[MAX_QPATH];
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char muzzleEffectBone[MAX_QPATH];
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char muzzleEffectInWorld[MAX_QPATH];
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char tracerEffect[MAX_QPATH];
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char ejectBone[MAX_QPATH];
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char shellEject[MAX_QPATH];
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char explosionSound[MAX_QPATH];
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char explosionEffect[MAX_QPATH];
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char missileG2Model[MAX_QPATH];
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int animFire;
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int animFireZoomed;
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} attackData_t;
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typedef struct weaponData_s
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{
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char *classname; // Spawning name
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ECategory category; // what group of weapons is this one part of?
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qboolean safe;
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char worldModel[MAX_QPATH]; // world model
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char menuImage[MAX_QPATH]; // names of the icon files
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int animDrop;
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int animRaise;
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int animIdle;
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int animIdleZoomed;
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int animReload;
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int animReloadStart;
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int animReloadEnd;
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attackData_t attack[ATTACK_MAX];
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zoomData_t zoom[ZOOMLEVEL_MAX];
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} weaponData_t;
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typedef struct ammoData_s
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{
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char *name; // name of ammo
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char icon[32]; // Name of ammo icon file
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int max; // Max amount player can hold of ammo
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float goreScale;
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} ammoData_t;
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extern char *weaponNames[WP_NUM_WEAPONS];
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extern weaponData_t weaponData[WP_NUM_WEAPONS];
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extern char *ammoNames[AMMO_MAX];
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extern ammoData_t ammoData[AMMO_MAX];
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// Specific weapon information
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#define WP_FIRST_RANGED_WEAPON WP_M1911A1_PISTOL // this is the first weapon for next and prev weapon switching
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#define WP_FIRST_MELEE_WEAPON WP_KNIFE
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#define MAX_PLAYER_WEAPONS (WP_NUM_WEAPONS-1) // this is the max you can switch to and get with the give all.
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#define MAX_WEAPON_SOUNDS 12
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#define MAX_WEAPON_SOUND_SLOTS 3
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#define MAX_SIDE_SURFACES 16
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typedef struct SOptionalWeapon
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{
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char mName[MAX_QPATH];
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char mMuzzle[MAX_QPATH];
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char *mSurfaces[MAX_SIDE_SURFACES];
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struct SOptionalWeapon *mNext;
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} TOptionalWeapon;
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typedef struct SBoltonWeapon
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{
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char mName[MAX_QPATH];
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char mModel[MAX_QPATH];
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char mParent[MAX_QPATH];
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char mBoltToBone[MAX_QPATH];
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char *mRightSide[MAX_SIDE_SURFACES];
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char mJointBone[MAX_QPATH];
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char mJointParentBone[MAX_QPATH];
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char mJointForward[10];
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char mJointRight[10];
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char mJointUp[10];
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} TBoltonWeapon;
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typedef struct SNoteTrack
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{
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char mNote[64];
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int mFrame;
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struct SNoteTrack *mNext;
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} TNoteTrack;
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#define MAX_WEAPON_ANIM_CHOICES 4
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typedef struct SAnimInfoWeapon
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{
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char mName[MAX_QPATH];
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char mType[MAX_QPATH];
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char *mAnim[MAX_WEAPON_ANIM_CHOICES];
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char *mTransition[MAX_WEAPON_ANIM_CHOICES];
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char *mEnd[MAX_WEAPON_ANIM_CHOICES];
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float mSpeed;
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int mLODBias;
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int mNumChoices;
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int mStartFrame[MAX_WEAPON_ANIM_CHOICES];
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int mNumFrames[MAX_WEAPON_ANIM_CHOICES];
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int mFPS[MAX_WEAPON_ANIM_CHOICES];
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struct SNoteTrack *mNoteTracks[MAX_WEAPON_ANIM_CHOICES];
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struct SAnimInfoWeapon *mNext;
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} TAnimInfoWeapon;
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typedef struct SAnimWeapon
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{
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char mName[MAX_QPATH];
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char mMuzzle[MAX_QPATH];
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struct SAnimInfoWeapon *mInfos;
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struct SAnimInfoWeapon *mWeaponModelInfo; // "weaponmodel" info
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struct SAnimWeapon *mNext;
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} TAnimWeapon;
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typedef struct SWeaponModel
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{
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char mName[MAX_QPATH];
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char mModel[MAX_QPATH];
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char mBufferName[MAX_QPATH];
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char mBufferModel[MAX_QPATH];
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char mBufferBoltToBone[MAX_QPATH];
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char mBufferMuzzle[MAX_QPATH];
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char mBufferAltMuzzle[MAX_QPATH];
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char mLeftHandsBoltToBone[MAX_QPATH];
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char mRightHandsBoltToBone[MAX_QPATH];
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char *mFrontSurfaces[MAX_SIDE_SURFACES],
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*mRightSideSurfaces[MAX_SIDE_SURFACES],
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*mLeftSideSurfaces[MAX_SIDE_SURFACES];
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struct SOptionalWeapon *mOptionalList;
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struct SBoltonWeapon *mBolton;
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} TWeaponModel;
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#define MAX_CALLBACK_SURFACES 4
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typedef struct SOnOffSurface
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{
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char mName[64];
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int mStatus;
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} TOnOffSurface;
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typedef struct SSurfaceCallback
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{
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char mName[64];
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struct SOnOffSurface mOnOffSurfaces[MAX_CALLBACK_SURFACES];
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} TSurfaceCallback;
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#define MAX_SURFACE_CALLBACKS 2
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typedef struct SWeaponInfo
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{
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char *mName;
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float mForeshorten;
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vec3_t mViewOffset;
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char mSoundNames[MAX_WEAPON_SOUNDS][MAX_QPATH];
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char mSounds[MAX_WEAPON_SOUNDS][MAX_WEAPON_SOUND_SLOTS][MAX_QPATH];
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struct SSurfaceCallback mSurfaceCallbacks[MAX_SURFACE_CALLBACKS];
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struct SAnimWeapon *mAnimList;
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struct SWeaponModel mWeaponModel;
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} TWeaponParseInfo;
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extern TWeaponParseInfo weaponParseInfo[WP_NUM_WEAPONS];
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extern char weaponLeftHand[MAX_QPATH];
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extern char weaponRightHand[MAX_QPATH];
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qboolean BG_ParseInviewFile ( qboolean );
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TAnimWeapon* BG_GetInviewAnim ( int weaponIdx,const char *animKey,int *animIndex);
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TAnimWeapon* BG_GetInviewAnimFromIndex ( int weaponIdx,int animIndex);
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TAnimInfoWeapon* BG_GetInviewModelAnim ( int weaponIdx,const char *modelKey,const char *animKey);
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qboolean BG_WeaponHasAlternateAmmo ( int weapon );
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int BG_FindFireMode ( weapon_t weapon, attackType_t attack, int firemode );
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void BG_CalculateBulletEndpoint ( vec3_t muzzlePoint, vec3_t fireAngs, float inaccuracy, float range, vec3_t end, int *seed );
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int BG_GetMaxAmmo ( const playerState_t* ps, int ammoIndex );
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#endif
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