sof2-sdk/code/game/bg_public.h
2002-07-15 00:00:00 +00:00

1133 lines
30 KiB
C

// Copyright (C) 2001-2002 Raven Software.
//
// bg_public.h -- definitions shared by both the server game and client game modules
// because games can change separately from the main system version, we need a
// second version that must match between game and cgame
#ifndef __BG_PUBLIC_H__
#define __BG_PUBLIC_H__
#include "bg_weapons.h"
#include "../../ui/menudef.h"
#include "inv.h"
#ifdef GERMAN_BUILD
#define GAME_VERSION "sof2mp-mod-1.01g"
#else
#define GAME_VERSION "sof2mp-mod-1.01"
#endif
#define DEFAULT_GRAVITY 800
#define ARMOR_PROTECTION 0.55
#define MAX_ITEMS 256
#define MAX_HEALTH 100
#define MAX_ARMOR 100
#define BULLET_SPACING 95
#define DISMEMBER_HEALTH -20
#define RANK_TIED_FLAG 0x4000
#define ITEM_RADIUS 15 // item sizes are needed for client side pickup detection
#define SCORE_NOT_PRESENT -9999 // for the CS_SCORES[12] when only one player is present
#define DEFAULT_PLAYER_Z_MAX 43
#define CROUCH_PLAYER_Z_MAX 26
#define PRONE_PLAYER_Z_MAX -12
#define DEAD_PLAYER_Z_MAX -30
#define DUCK_ACCURACY_MODIFIER 0.75f
#define JUMP_ACCURACY_MODIFIER 1.5f
#define MINS_Z -46
#define DEFAULT_VIEWHEIGHT 37
#define CROUCH_VIEWHEIGHT 8
#define PRONE_VIEWHEIGHT -22
#define DEAD_VIEWHEIGHT -38
#define BODY_SINK_DELAY 10000
#define BODY_SINK_TIME 1500
#define LEAN_TIME 250
#define LEAN_OFFSET 30
//
// config strings are a general means of communicating variable length strings
// from the server to all connected clients.
//
// CS_SERVERINFO and CS_SYSTEMINFO are defined in q_shared.h
#define CS_PLAYERS 2
enum
{
// CS_SERVERINFO,
// CS_SYSTEMINFO,
// CS_PLAYERS,
CS_MUSIC = CS_CUSTOM,
CS_MESSAGE,
CS_MOTD,
CS_WARMUP,
CS_VOTE_TIME,
CS_VOTE_STRING,
CS_VOTE_YES,
CS_VOTE_NO,
CS_VOTE_NEEDED,
CS_GAME_VERSION,
CS_GAME_ID,
CS_LEVEL_START_TIME,
CS_INTERMISSION,
CS_SHADERSTATE,
CS_BOTINFO,
CS_GAMETYPE_TIMER,
CS_GAMETYPE_MESSAGE,
CS_GAMETYPE_REDTEAM,
CS_GAMETYPE_BLUETEAM,
CS_ITEMS,
CS_PICKUPSDISABLED,
// Config string ranges
CS_MODELS,
CS_SOUNDS = CS_MODELS + MAX_MODELS,
CS_LOCATIONS = CS_SOUNDS + MAX_SOUNDS,
CS_LADDERS = CS_LOCATIONS + MAX_LOCATIONS,
CS_BSP_MODELS = CS_LADDERS + MAX_LADDERS,
CS_TERRAINS = CS_BSP_MODELS + MAX_SUB_BSP,
CS_EFFECTS = CS_TERRAINS + MAX_TERRAINS,
CS_LIGHT_STYLES = CS_EFFECTS + MAX_FX,
CS_ICONS = CS_LIGHT_STYLES + (MAX_LIGHT_STYLES*3),
CS_TEAM_INFO = CS_ICONS + MAX_ICONS,
CS_AMBIENT_SOUNDSETS = CS_TEAM_INFO + TEAM_NUM_TEAMS,
CS_HUDICONS = CS_AMBIENT_SOUNDSETS + MAX_AMBIENT_SOUNDSETS,
CS_MAX = CS_HUDICONS + MAX_HUDICONS,
};
/*
#define CS_MUSIC 68
#define CS_MESSAGE 69 // from the map worldspawn's message field
#define CS_MOTD 4 // g_motd string for server message of the day
#define CS_WARMUP 5 // server time when the match will be restarted
#define CS_VOTE_TIME 8
#define CS_VOTE_STRING 9
#define CS_VOTE_YES 10
#define CS_VOTE_NO 11
#define CS_VOTE_NEEDED 12
#define CS_GAME_VERSION 16
#define CS_LEVEL_START_TIME 17 // so the timer only shows the current level
#define CS_INTERMISSION 18 // when 1, scorelimit/timelimit has been hit and intermission will start in a second or two
#define CS_SHADERSTATE 19
#define CS_BOTINFO 20
#define CS_GAMETYPE_TIMER 21 // currently visible timer
#define CS_GAMETYPE_MESSAGE 22 // Last gametype message
#define CS_GAMETYPE_REDTEAM 23 // red team group name
#define CS_GAMETYPE_BLUETEAM 24 // blue team group name
#define CS_ITEMS 28 // string of 0's and 1's that tell which items are present
// these are also in be_aas_def.h - argh (rjr)
#define CS_MODELS 32
#define CS_SOUNDS (CS_MODELS+MAX_MODELS)
#define CS_CHARSKINS (CS_PLAYERS+MAX_CLIENTS)
#define CS_LOCATIONS (CS_CHARSKINS+MAX_CHARSKINS)
#define CS_LADDERS (CS_LOCATIONS + MAX_LOCATIONS)
#define CS_BSP_MODELS (CS_LADDERS + MAX_LADDERS)
#define CS_TERRAINS (CS_BSP_MODELS + MAX_SUB_BSP)
#define CS_EFFECTS (CS_PARTICLES+MAX_LOCATIONS)
#define CS_LIGHT_STYLES (CS_EFFECTS + MAX_FX)
#define CS_ICONS (CS_LIGHT_STYLES + (MAX_LIGHT_STYLES*3))
#define CS_TEAM_INFO (CS_ICONS+MAX_ICONS)
#define CS_AMBIENT_SOUNDSETS (CS_TEAM_INFO+TEAM_NUM_TEAMS)
#define CS_MAX (CS_AMBIENT_SOUNDSETS+MAX_AMBIENT_SOUNDSETS)
*/
#if (CS_MAX) > MAX_CONFIGSTRINGS
#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS
#endif
typedef enum { GENDER_MALE, GENDER_FEMALE, GENDER_NEUTER } gender_t;
/*
===================================================================================
PMOVE MODULE
The pmove code takes a player_state_t and a usercmd_t and generates a new player_state_t
and some other output data. Used for local prediction on the client game and true
movement on the server game.
===================================================================================
*/
// animations
typedef enum
{
BOTH_DEATH_NORMAL,
ANIM_START_DEATHS,
BOTH_DEATH_NECK,
BOTH_DEATH_CHEST_1,
BOTH_DEATH_CHEST_2,
BOTH_DEATH_GROIN_1,
BOTH_DEATH_GROIN_2,
BOTH_DEATH_GUT_1,
BOTH_DEATH_GUT_2,
BOTH_DEATH_HEAD_1,
BOTH_DEATH_HEAD_2,
BOTH_DEATH_SHOULDER_LEFT_1,
BOTH_DEATH_SHOULDER_LEFT_2,
BOTH_DEATH_ARMS_LEFT_1,
BOTH_DEATH_ARMS_LEFT_2,
BOTH_DEATH_LEGS_LEFT_1,
BOTH_DEATH_LEGS_LEFT_2,
BOTH_DEATH_LEGS_LEFT_3,
BOTH_DEATH_THIGH_LEFT_1,
BOTH_DEATH_THIGH_LEFT_2,
BOTH_DEATH_ARMS_RIGHT_1,
BOTH_DEATH_ARMS_RIGHT_2,
BOTH_DEATH_LEGS_RIGHT_1,
BOTH_DEATH_LEGS_RIGHT_2,
BOTH_DEATH_LEGS_RIGHT_3,
BOTH_DEATH_SHOULDER_RIGHT_1,
BOTH_DEATH_SHOULDER_RIGHT_2,
BOTH_DEATH_THIGH_RIGHT_1,
BOTH_DEATH_THIGH_RIGHT_2,
ANIM_END_DEATHS,
TORSO_DROP,
TORSO_DROP_ONEHANDED,
TORSO_DROP_KNIFE,
TORSO_RAISE,
TORSO_RAISE_ONEHANDED,
TORSO_RAISE_KNIFE,
LEGS_IDLE,
LEGS_IDLE_CROUCH,
LEGS_WALK,
LEGS_WALK_BACK,
LEGS_WALK_CROUCH,
LEGS_WALK_CROUCH_BACK,
LEGS_RUN,
LEGS_RUN_BACK,
LEGS_SWIM,
LEGS_JUMP,
LEGS_JUMP_BACK,
LEGS_TURN,
LEGS_LEAN_LEFT,
LEGS_LEAN_RIGHT,
LEGS_LEAN_CROUCH_LEFT,
LEGS_LEAN_CROUCH_RIGHT,
LEGS_LEANLEFT_WALKLEFT,
LEGS_LEANLEFT_WALKRIGHT,
LEGS_LEANRIGHT_WALKLEFT,
LEGS_LEANRIGHT_WALKRIGHT,
LEGS_LEANLEFT_CROUCH_WALKLEFT,
LEGS_LEANLEFT_CROUCH_WALKRIGHT,
LEGS_LEANRIGHT_CROUCH_WALKLEFT,
LEGS_LEANRIGHT_CROUCH_WALKRIGHT,
TORSO_IDLE_KNIFE,
TORSO_IDLE_PISTOL,
TORSO_IDLE_RIFLE,
TORSO_IDLE_MSG90A1,
TORSO_IDLE_MSG90A1_ZOOMED,
TORSO_IDLE_M4,
TORSO_IDLE_M590,
TORSO_IDLE_USAS12,
TORSO_IDLE_RPG,
TORSO_IDLE_M60,
TORSO_IDLE_MM1,
TORSO_IDLE_GRENADE,
TORSO_ATTACK_KNIFE,
TORSO_ATTACK_KNIFE_THROW,
TORSO_ATTACK_PISTOL,
TORSO_ATTACK_RIFLE,
TORSO_ATTACK_MSG90A1_ZOOMED,
TORSO_ATTACK_M4,
TORSO_ATTACK_M590,
TORSO_ATTACK_USAS12,
TORSO_ATTACK_RIFLEBUTT,
TORSO_ATTACK_RPG,
TORSO_ATTACK_M60,
TORSO_ATTACK_MM1,
TORSO_ATTACK_GRENADE_START,
TORSO_ATTACK_GRENADE_END,
TORSO_ATTACK_BAYONET,
TORSO_ATTACK_PISTOLWHIP,
TORSO_RELOAD_M60,
TORSO_RELOAD_PISTOL,
TORSO_RELOAD_RIFLE,
TORSO_RELOAD_MSG90A1,
TORSO_RELOAD_RPG,
TORSO_RELOAD_USAS12,
TORSO_RELOAD_M590_START,
TORSO_RELOAD_M590_SHELL,
TORSO_RELOAD_M590_END,
TORSO_RELOAD_MM1_START,
TORSO_RELOAD_MM1_SHELL,
TORSO_RELOAD_MM1_END,
TORSO_USE,
MAX_ANIMATIONS
} animNumber_t;
typedef struct animation_s {
int firstFrame;
int numFrames;
int loopFrames; // 0 to numFrames
int frameLerp; // msec between frames
int initialLerp; // msec to get to first frame
int reversed; // true if animation is reversed
int flipflop; // true if animation should flipflop back to base
} animation_t;
typedef struct ladder_s
{
vec3_t origin;
vec3_t fwd;
} ladder_t;
// flip the togglebit every time an animation
// changes so a restart of the same anim can be detected
#define ANIM_TOGGLEBIT 2048 // Note that there are 12 bits (max 4095) for animations.
#define ITEM_AUTOSWITCHBIT (1<<31)
typedef enum
{
PM_NORMAL, // can accelerate and turn
PM_NOCLIP, // noclip movement
PM_SPECTATOR, // still run into walls
PM_DEAD, // no acceleration or turning, but free falling
PM_FREEZE, // stuck in place with no control
PM_INTERMISSION, // no movement or status bar
} pmtype_t;
typedef enum {
WEAPON_READY,
WEAPON_SPAWNING,
WEAPON_RAISING,
WEAPON_DROPPING,
WEAPON_RELOADING,
WEAPON_RELOADING_ALT,
WEAPON_FIRING,
WEAPON_FIRING_ALT,
WEAPON_CHARGING,
WEAPON_CHARGING_ALT,
WEAPON_ZOOMIN,
WEAPON_ZOOMOUT,
} weaponstate_t;
// pmove->pm_flags
#define PMF_DUCKED 0x00000001
#define PMF_BACKWARDS_JUMP 0x00000002 // go into backwards land
#define PMF_JUMPING 0x00000004 // executing a jump
#define PMF_BACKWARDS_RUN 0x00000008 // coast down to backwards run
#define PMF_TIME_LAND 0x00000010 // pm_time is time before rejump
#define PMF_TIME_KNOCKBACK 0x00000020 // pm_time is an air-accelerate only time
#define PMF_TIME_WATERJUMP 0x00000040 // pm_time is waterjump
#define PMF_RESPAWNED 0x00000080 // clear after attack and jump buttons come up
#define PMF_CAN_USE 0x00000100 // The server updated the animation, the pmove should set the ghoul2 anim to match.
#define PMF_FOLLOW 0x00000200 // spectate following another player
#define PMF_SCOREBOARD 0x00000400 // spectate as a scoreboard
#define PMF_GHOST 0x00000800 // Your a ghost. scarry!!
#define PMF_LADDER 0x00001000 // On a ladder
#define PMF_LADDER_JUMP 0x00002000 // Jumped off a ladder
#define PMF_ZOOMED 0x00004000
#define PMF_ZOOM_LOCKED 0x00008000 // Zoom mode cant be changed
#define PMF_ZOOM_REZOOM 0x00010000 // Rezoom after reload done
#define PMF_ZOOM_DEFER_RELOAD 0x00020000 // Reload after zoomout
#define PMF_LIMITED_INVENTORY 0x00040000 // inventory is limited for this player
#define PMF_CROUCH_JUMP 0x00080000 // crouch jumping
#define PMF_GOGGLES_ON 0x00100000 // goggles are on
#define PMF_LEANING 0x00200000 // currently leaning
#define PMF_AUTORELOAD 0x00400000 // autoreloading enabled
#define PMF_SIAMESETWINS 0x00800000
#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK)
#define PMF_ZOOM_FLAGS (PMF_ZOOMED|PMF_ZOOM_LOCKED|PMF_ZOOM_REZOOM|PMF_ZOOM_DEFER_RELOAD)
// pmove->pm_debounce
#define PMD_JUMP 0x0001
#define PMD_ATTACK 0x0002
#define PMD_FIREMODE 0x0004
#define PMD_USE 0x0008
#define PMD_ALTATTACK 0x0010
#define PMD_GOGGLES 0x0020
#define MAXTOUCH 32
typedef struct {
// state (in / out)
playerState_t *ps;
// command (in)
usercmd_t cmd;
int tracemask; // collide against these types of surfaces
int debugLevel; // if set, diagnostic output will be printed
qboolean noFootsteps; // if the game is setup for no footsteps by the server
qboolean gauntletHit; // true if a gauntlet attack would actually hit something
int framecount;
// results (out)
int numtouch;
int touchents[MAXTOUCH];
int useEvent;
vec3_t mins, maxs; // bounding box size
int watertype;
int waterlevel;
animation_t *animations;
float xyspeed;
// for fixed msec Pmove
int pmove_fixed;
int pmove_msec;
// callbacks to test the world
// these will be different functions during game and cgame
void (*trace)( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask );
int (*pointcontents)( const vec3_t point, int passEntityNum );
// pmove_pers_t pm_pers;
int weaponAnimIdx;
char weaponAnim[MAX_QPATH];
char weaponEndAnim[MAX_QPATH];
#if _Debug
int isClient;
#endif
} pmove_t;
extern pmove_t *pm;
#define SETANIM_TORSO 1
#define SETANIM_LEGS 2
#define SETANIM_BOTH SETANIM_TORSO|SETANIM_LEGS//3
#define SETANIM_FLAG_NORMAL 0//Only set if timer is 0
#define SETANIM_FLAG_OVERRIDE 1//Override previous
#define SETANIM_FLAG_HOLD 2//Set the new timer
#define SETANIM_FLAG_RESTART 4//Allow restarting the anim if playing the same one (weapon fires)
#define SETANIM_FLAG_HOLDLESS 8//Set the new timer
// if a full pmove isn't done on the client, you can just update the angles
void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd );
void Pmove (pmove_t *pmove);
//===================================================================================
// player_state->stats[] indexes
// NOTE: may not have more than 16
typedef enum
{
STAT_HEALTH,
STAT_WEAPONS, // 16 bit fields
STAT_ARMOR,
STAT_DEAD_YAW, // look this direction when dead (FIXME: get rid of?)
STAT_CLIENTS_READY, // bit mask of clients wishing to exit the intermission (FIXME: configstring?)
STAT_FROZEN,
STAT_GOGGLES, // Which visual enhancing device they have
STAT_GAMETYPE_ITEMS, // Which gametype items they have
STAT_SEED, // seed used to keep weapon firing in sync
STAT_OUTFIT_GRENADE, // indicates which greande is chosen in the outfitting
STAT_USEICON, // icon to display when able to use a trigger or item
STAT_USETIME, // elased time for using
STAT_USETIME_MAX, // total time required to use
STAT_USEWEAPONDROP, // value to drop weapon out of view when using
} statIndex_t;
// player_state->persistant[] indexes
// these fields are the only part of player_state that isn't
// cleared on respawn
// NOTE: may not have more than 16
typedef enum
{
PERS_SCORE, // !!! MUST NOT CHANGE, SERVER AND GAME BOTH REFERENCE !!!
PERS_RANK, // player rank or team rank
PERS_TEAM, // player team
PERS_SPAWN_COUNT, // incremented every respawn
PERS_PLAYEREVENTS, // 16 bits that can be flipped for events
PERS_ATTACKER, // clientnum of last damage inflicter
PERS_RED_SCORE, // Blue team score
PERS_BLUE_SCORE, // red team score
} persEnum_t;
typedef enum
{
GOGGLES_NONE,
GOGGLES_NIGHTVISION,
GOGGLES_INFRARED,
GOGGLES_MAX
} goggleType_t;
// entityState_t->eFlags
#define EF_DEAD 0x00000001 // don't draw a foe marker over players with EF_DEAD
#define EF_EXPLODE 0x00000002 // ready to explode
#define EF_TELEPORT_BIT 0x00000004 // toggled every time the origin abruptly changes
#define EF_PLAYER_EVENT 0x00000008
#define EF_BOUNCE 0x00000008 // for missiles
#define EF_BOUNCE_HALF 0x00000010 // bounce and retain half velocity each time
#define EF_BOUNCE_SCALE 0x00000020 // bounces using the bounce scale
#define EF_NODRAW 0x00000040 // may have an event, but no model (unspawned items)
#define EF_FIRING 0x00000080 // for lightning gun
#define EF_ALT_FIRING 0x00000100 // for alt-fires, mostly for lightning guns though
#define EF_MOVER_STOP 0x00000200 // will push otherwise
#define EF_TALK 0x00000400 // draw a talk balloon
#define EF_CONNECTION 0x00000800 // draw a connection trouble sprite
#define EF_VOTED 0x00001000 // already cast a vote
#define EF_ANGLE_OVERRIDE 0x00002000 // angle coming from the server is absolute
#define EF_PERMANENT 0x00004000 // this entity is permanent and is never updated (sent only in the game state)
// this should only be used in RMG!
#define EF_NOPICKUP 0x00008000 // entity cannot be picked up
#define EF_NOSHADOW 0x00008000 // used for bodies when they are sinking
#define EF_REDTEAM 0x00010000 // Red team only
#define EF_BLUETEAM 0x00020000 // Blue team only
#define EF_INSKY 0x00040000 // In a sky brush
#define EF_GOGGLES 0x00080000 // goggles on or not
#define EF_DUCKED 0x00100000 // ducked?
#define EF_INVULNERABLE 0x00200000 // cant be shot
// reward sounds (stored in ps->persistant[PERS_PLAYEREVENTS])
#define PLAYEREVENT_DENIEDREWARD 0x0001
#define PLAYEREVENT_GAUNTLETREWARD 0x0002
#define PLAYEREVENT_HOLYSHIT 0x0004
// entityState_t->event values
// entity events are for effects that take place reletive
// to an existing entities origin. Very network efficient.
// two bits at the top of the entityState->event field
// will be incremented with each change in the event so
// that an identical event started twice in a row can
// be distinguished. And off the value with ~EV_EVENT_BITS
// to retrieve the actual event number
#define EV_EVENT_BIT1 0x00000100
#define EV_EVENT_BIT2 0x00000200
#define EV_EVENT_BITS (EV_EVENT_BIT1|EV_EVENT_BIT2)
#define EVENT_VALID_MSEC 300
typedef enum
{
EV_NONE,
EV_FOOTSTEP,
EV_FOOTWADE,
EV_SWIM,
EV_STEP_4,
EV_STEP_8,
EV_STEP_12,
EV_STEP_16,
EV_FALL_SHORT,
EV_FALL_MEDIUM,
EV_FALL_FAR,
EV_JUMP,
EV_WATER_FOOTSTEP,
EV_WATER_TOUCH, // foot touches
EV_WATER_LAND, // landed in water
EV_WATER_CLEAR,
EV_ITEM_PICKUP, // normal item pickups are predictable
EV_NOAMMO,
EV_CHANGE_WEAPON,
EV_CHANGE_WEAPON_CANCELLED,
EV_READY_WEAPON,
EV_FIRE_WEAPON,
EV_ALT_FIRE,
EV_USE, // +Use key
EV_ITEM_RESPAWN,
EV_ITEM_POP,
EV_PLAYER_TELEPORT_IN,
EV_PLAYER_TELEPORT_OUT,
EV_GRENADE_BOUNCE, // eventParm will be the soundindex
EV_PLAY_EFFECT,
EV_GENERAL_SOUND,
EV_GLOBAL_SOUND, // no attenuation
EV_ENTITY_SOUND,
EV_GLASS_SHATTER,
EV_MISSILE_HIT,
EV_MISSILE_MISS,
EV_BULLET_HIT_WALL,
EV_BULLET_HIT_FLESH,
EV_BULLET, // otherEntity is the shooter
EV_EXPLOSION_HIT_FLESH,
EV_PAIN,
EV_PAIN_WATER,
EV_OBITUARY,
EV_DESTROY_GHOUL2_INSTANCE,
EV_WEAPON_CHARGE,
EV_WEAPON_CHARGE_ALT,
EV_DEBUG_LINE,
EV_TESTLINE,
EV_STOPLOOPINGSOUND,
EV_BODY_QUEUE_COPY,
EV_BOTWAYPOINT,
// Procedural gore event.
EV_PROC_GORE,
EV_GAMETYPE_RESTART, // gametype restarting
EV_GAME_OVER, // game is over
EV_GOGGLES, // goggles turning on/off
EV_WEAPON_CALLBACK,
} entity_event_t; // There is a maximum of 256 events (8 bits transmission, 2 high bits for uniqueness)
typedef enum
{
VEV_TALKSTART,
VEV_TALKSTOP,
} voice_event_t;
typedef enum
{
GAME_OVER_TIMELIMIT,
GAME_OVER_SCORELIMIT,
} game_over_t;
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;
// Time between location updates
#define TEAM_LOCATION_UPDATE_TIME 1000
// How many players on the overlay
#define TEAM_MAXOVERLAY 32
//---------------------------------------------------------
typedef enum
{
IT_BAD,
IT_WEAPON, // Weapon item
IT_AMMO, // Ammo item
IT_ARMOR, // Armor item
IT_HEALTH, // Healh item
IT_GAMETYPE, // Custom gametype related item
IT_BACKPACK, // replenish backpack item
IT_PASSIVE, // Passive items
} 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 *icon;
char *render;
char *pickup_prefix; // an, some, a, the, etc..
char *pickup_name; // for printing on pickup
int quantity; // for ammo how much
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
int outfittingGroup;
} gitem_t;
// included in both the game dll and the client
extern gitem_t bg_itemlist[];
extern int bg_numItems;
gitem_t* BG_FindItem ( const char *pickupName );
gitem_t* BG_FindClassnameItem ( const char *classname );
gitem_t* BG_FindWeaponItem ( weapon_t weapon );
gitem_t* BG_FindGametypeItem ( int index );
gitem_t* BG_FindGametypeItemByID ( int itemid );
#define ITEM_INDEX(x) ((x)-bg_itemlist)
qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps );
// g_dmflags->integer flags
#define DF_NO_FALLING 8
#define DF_FIXED_FOV 16
#define DF_NO_FOOTSTEPS 32
// content masks
#define MASK_ALL (-1)
#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_TERRAIN)
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_TERRAIN|CONTENTS_PLAYERCLIP|CONTENTS_BODY|CONTENTS_SHOTCLIP)
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_TERRAIN|CONTENTS_PLAYERCLIP)
#define MASK_WATER (CONTENTS_WATER)
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_TERRAIN|CONTENTS_SLIME|CONTENTS_LAVA)
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_TERRAIN|CONTENTS_BODY|CONTENTS_SHOTCLIP)
//
// entityState_t->eType
//
typedef enum
{
ET_GENERAL,
ET_PLAYER,
ET_ITEM,
ET_MISSILE,
ET_MOVER,
ET_BEAM,
ET_PORTAL,
ET_SPEAKER,
ET_PUSH_TRIGGER,
ET_TELEPORT_TRIGGER,
ET_INVISIBLE,
ET_GRAPPLE, // grapple hooked on wall
ET_BODY,
ET_DAMAGEAREA,
ET_TERRAIN,
ET_DEBUG_CYLINDER,
ET_GAMETYPE_TRIGGER,
ET_WALL,
ET_EVENTS // any of the EV_* events can be added freestanding
// by setting eType to ET_EVENTS + eventNum
// this avoids having to set eFlags and eventNum
} entityType_t;
void BG_AddLadder ( vec3_t absmin, vec3_t absmax, vec3_t fwd );
int BG_FindLadder ( vec3_t pos );
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 );
void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap );
void BG_PlayerAngles( vec3_t startAngles, vec3_t legs[3],
vec3_t legsAngles, vec3_t lowerTorsoAngles, vec3_t upperTorsoAngles, vec3_t headAngles,
int leanOffset, int painTime, int painDirection, int currentTime,
animInfo_t* torsoInfo, animInfo_t* legsInfo,
int frameTime, vec3_t velocity, qboolean dead, float movementDir, void *ghoul2 );
qboolean BG_ParseAnimationFile ( const char *filename, animation_t* animations );
float BG_CalculateLeanOffset ( int leanTime );
qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
TAnimWeapon *BG_GetWeaponAnim(int weaponAction,playerState_t *ps,int *animIndex);
TNoteTrack *BG_GetWeaponNote( playerState_t* ps, int weapon, int anim, int animChoice, int callbackStep );
typedef enum
{
WACT_READY,
WACT_IDLE,
WACT_FIRE,
WACT_FIRE_END, // Special fire-end action for some weapons.
WACT_ALTFIRE,
WACT_ALTFIRE_END, // Special altfire-end action for some weapons.
WACT_RELOAD,
WACT_ALTRELOAD,
WACT_RELOAD_END, // Special reload-end for M590 shotgun
WACT_PUTAWAY,
WACT_ZOOMIN,
WACT_ZOOMOUT,
WACT_CHARGE,
WACT_ALTCHARGE
} WACT;
#define ARENAS_PER_TIER 4
#define MAX_ARENAS 1024
#define MAX_ARENAS_TEXT 8192
#define MAX_BOTS 1024
#define MAX_BOTS_TEXT 8192
#define HL_NONE 0x00000000 // 0
#define HL_FOOT_RT 0x00000001
#define HL_FOOT_LT 0x00000002
#define HL_LEG_UPPER_RT 0x00000004
#define HL_LEG_UPPER_LT 0x00000008
#define HL_LEG_LOWER_RT 0x00000010 // 5
#define HL_LEG_LOWER_LT 0x00000020
#define HL_HAND_RT 0x00000040
#define HL_HAND_LT 0x00000080
#define HL_ARM_RT 0x00000100
#define HL_ARM_LT 0x00000200 // 10
#define HL_HEAD 0x00000400
#define HL_WAIST 0x00000800
#define HL_BACK_RT 0x00001000
#define HL_BACK_LT 0x00002000
#define HL_BACK 0x00004000 // 15
#define HL_CHEST_RT 0x00008000
#define HL_CHEST_LT 0x00010000
#define HL_CHEST 0x00020000
#define HL_NECK 0x00040000
#define HL_DEBUG 0x00080000 // 20
#define HL_MAX 0x00100000
#define HL_DISMEMBERBIT 0x80000000
#define GORE_NONE 0x80000000
/*
typedef enum
{
HL_NONE,
HL_FOOT_RT,
HL_FOOT_LT,
HL_LEG_UPPER_RT,
HL_LEG_UPPER_LT,
HL_LEG_LOWER_RT,
HL_LEG_LOWER_LT,
HL_HAND_RT,
HL_HAND_LT,
HL_ARM_RT,
HL_ARM_LT,
HL_HEAD,
HL_WAIST,
HL_BACK_RT,
HL_BACK_LT,
HL_BACK,
HL_CHEST_RT,
HL_CHEST_LT,
HL_CHEST,
HL_NECK,
HL_DEBUG
} hitLocation_t;
*/
/*******************************************************************************
*
* Dynamic gametype system
*
*******************************************************************************/
#define MAX_GAMETYPES 128
#define MAX_GAMETYPE_PHOTOS 4
typedef enum
{
RT_NORMAL,
RT_DELAYED,
RT_INTERVAL,
RT_NONE,
RT_MAX
} respawnType_t;
typedef struct gametypePhoto_s
{
const char* name;
const char* displayName;
} gametypePhoto_t;
typedef struct gametypeData_s
{
const char* name;
const char* displayName;
const char* script;
const char* description;
const char* basegametype;
respawnType_t respawnType;
qboolean pickupsDisabled;
qboolean teams;
qboolean showKills;
int backpack;
gametypePhoto_t photos[4];
} gametypeData_t;
extern gametypeData_t bg_gametypeData[];
extern int bg_gametypeCount;
qboolean BG_BuildGametypeList ( void );
int BG_FindGametype ( const char* name );
/*******************************************************************************
*
* Player model templates
*
*******************************************************************************/
#define MAX_OUTFITTING_NAME 64
typedef struct goutfitting_s
{
char name [ MAX_OUTFITTING_NAME ];
int items [ OUTFITTING_GROUP_MAX ];
} goutfitting_t;
typedef struct SSurfaceList
{
const char *mName;
struct SSurfaceList *mNext;
} TSurfaceList;
typedef struct SItemTemplate
{
const char *mName;
const char *mModel;
TSurfaceList *mOnList;
TSurfaceList *mOffList;
struct SItemTemplate *mNext;
} TItemTemplate;
typedef struct SInventoryTemplate
{
const char *mName;
const char *mBolt;
TItemTemplate *mItem;
struct SInventoryTemplate *mNext;
qboolean mOnBack;
int mBoltIndex;
int mModelIndex;
} TInventoryTemplate;
typedef struct SSkinTemplate
{
const char *mSkin;
TInventoryTemplate *mInventory;
struct SSkinTemplate *mNext;
} TSkinTemplate;
#define MAX_MODEL_SOUNDS 8
#define MAX_IDENTITIES 256
#define MAX_OUTFITTINGS 64
#define MAX_OUTFITTING_GROUPITEM 10
typedef struct SModelSounds
{
const char *mName;
const char *mSounds[MAX_MODEL_SOUNDS];
int mCount;
struct SModelSounds *mNext;
} TModelSounds;
typedef struct SCharacterTemplate
{
const char *mName;
const char *mModel;
const char *mParentName;
const char *mFormalName;
int mSoundCount;
qboolean mDeathmatch;
TInventoryTemplate *mInventory;
TSkinTemplate *mSkins;
TModelSounds *mSounds;
struct SCharacterTemplate *mParent;
struct SCharacterTemplate *mNext;
} TCharacterTemplate;
typedef struct SIdentity
{
const char *mName;
const char *mTeam;
TCharacterTemplate *mCharacter;
TSkinTemplate *mSkin;
qhandle_t mIcon;
} TIdentity;
extern TCharacterTemplate *bg_characterTemplates;
extern TItemTemplate *bg_itemTemplates;
extern TIdentity bg_identities[];
extern int bg_identityCount;
extern goutfitting_t bg_outfittings[];
extern int bg_outfittingCount;
extern int bg_outfittingGroups[][10];
extern char *bg_weaponNames[WP_NUM_WEAPONS];
extern stringID_table_t bg_animTable [MAX_ANIMATIONS+1];
TIdentity* BG_FindIdentity ( const char *identityName );
TIdentity* BG_FindTeamIdentity ( const char *identityName, int index );
TCharacterTemplate* BG_FindCharacterTemplate ( const char *name );
const char* BG_GetModelSound ( const char *identityName, const char *SoundGroup, int index );
qboolean BG_ParseNPCFiles ( void );
int BG_ParseSkin ( const char* filename, char* pairs, int pairsSize );
qboolean BG_IsWeaponAvailableForOutfitting ( weapon_t weapon, int level );
void BG_SetAvailableOutfitting ( const char* available );
void BG_DecompressOutfitting ( const char* compressed, goutfitting_t* outfitting );
void BG_CompressOutfitting ( goutfitting_t* outfitting, char* compressed, int size );
int BG_ParseOutfittingTemplates ( qboolean force );
int BG_FindOutfitting ( goutfitting_t* outfitting);
/*******************************************************************************
*
* Trap calls that are shared in game, cgame, and user interface and accessed
* by the bg_ code.
*
*******************************************************************************/
typedef void *TGenericParser2;
typedef void *TGPGroup;
typedef void *TGPValue;
// CGenericParser2 (void *) routines
TGenericParser2 trap_GP_Parse ( char **dataPtr, qboolean cleanFirst, qboolean writeable );
TGenericParser2 trap_GP_ParseFile ( char *fileName, qboolean cleanFirst, qboolean writeable );
void trap_GP_Clean ( TGenericParser2 GP2 );
void trap_GP_Delete ( TGenericParser2 *GP2 );
TGPGroup trap_GP_GetBaseParseGroup ( TGenericParser2 GP2 );
// CGPGroup (void *) routines
qboolean trap_GPG_GetName ( TGPGroup GPG, char *Value);
TGPGroup trap_GPG_GetNext ( TGPGroup GPG);
TGPGroup trap_GPG_GetInOrderNext ( TGPGroup GPG);
TGPGroup trap_GPG_GetInOrderPrevious ( TGPGroup GPG);
TGPValue trap_GPG_GetPairs ( TGPGroup GPG);
TGPGroup trap_GPG_GetInOrderPairs ( TGPGroup GPG);
TGPGroup trap_GPG_GetSubGroups ( TGPGroup GPG);
TGPGroup trap_GPG_GetInOrderSubGroups ( TGPGroup GPG);
TGPGroup trap_GPG_FindSubGroup ( TGPGroup GPG, const char *name);
TGPValue trap_GPG_FindPair ( TGPGroup GPG, const char *key);
qboolean trap_GPG_FindPairValue ( TGPGroup GPG, const char *key, const char *defaultVal, char *Value);
// CGPValue (void *) routines
qboolean trap_GPV_GetName ( TGPValue GPV, char *Value);
TGPValue trap_GPV_GetNext ( TGPValue GPV);
TGPValue trap_GPV_GetInOrderNext ( TGPValue GPV );
TGPValue trap_GPV_GetInOrderPrevious ( TGPValue GPV );
qboolean trap_GPV_IsList ( TGPValue GPV );
qboolean trap_GPV_GetTopValue ( TGPValue GPV, char *Value );
TGPValue trap_GPV_GetList ( TGPValue GPV );
extern int trap_FS_GetFileList ( const char *path, const char *extension, char *listbuf, int bufsize );
void *trap_VM_LocalAlloc ( int size );
void *trap_VM_LocalAllocUnaligned ( int size ); // WARNING!!!! USE WITH CAUTION!!! BEWARE OF DOG!!!
void *trap_VM_LocalTempAlloc( int size );
void trap_VM_LocalTempFree( int size ); // free must be in opposite order of allocation!
const char *trap_VM_LocalStringAlloc ( const char *source );
#endif // __BG_PUBLIC_H__