682 lines
18 KiB
C
682 lines
18 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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#define GAME_VERSION "baseef-1"
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#define DEFAULT_GRAVITY 800
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#define GIB_HEALTH -40
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#define ARMOR_PROTECTION 1.0//0.66
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#define PIERCED_ARMOR_PROTECTION 0.50 // trek: shields only stop 50% of armor-piercing dmg
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// #define SUPER_PIERCED_ARMOR_PROTECTION 0.25 // trek: shields only stop 25% of super-armor-piercing dmg
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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 LIGHTNING_RANGE 768
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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 MINS_Z -24
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#define DEFAULT_VIEWHEIGHT 26
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#define CROUCH_VIEWHEIGHT 12
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#define DEAD_VIEWHEIGHT -16
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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_GAME_VERSION 12
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#define CS_LEVEL_START_TIME 13 // so the timer only shows the current level
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#define CS_INTERMISSION 14 // when 1, fraglimit/timelimit has been hit and intermission will start in a second or two
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#define CS_FLAGSTATUS 15 // string indicating flag status in CTF
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#define CS_RED_GROUP 16 // used to send down what the group the red team is
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#define CS_BLUE_GROUP 17 // used to send down what the group the blue team is
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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_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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#define CS_LOCATIONS (CS_PLAYERS+MAX_CLIENTS)
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#define CS_MAX (CS_LOCATIONS+MAX_LOCATIONS)
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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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GT_FFA, // free for all
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GT_TOURNAMENT, // one on one tournament
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GT_SINGLE_PLAYER, // single player tournament
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//-- team games go after this --
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GT_TEAM, // team deathmatch
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GT_CTF, // capture the flag
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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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/*
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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 enum {
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PM_NORMAL, // can accelerate and turn
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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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} 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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} weaponstate_t;
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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_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_GRAPPLE_PULL 2048 // pull towards grapple location
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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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// results (out)
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int numtouch;
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int touchents[MAXTOUCH];
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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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float xyspeed;
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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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} pmove_t;
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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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//
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// maximum of MAX_STATS...currently 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_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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STAT_USEABLE_PLACED, // have we placed the detpack yet?
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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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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_SHIELDS, // total shield points damage inflicted so damage beeps can sound on change
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PERS_RANK,
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PERS_TEAM,
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PERS_SPAWN_COUNT, // incremented every respawn
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PERS_REWARD_COUNT, // incremented for each reward sound
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PERS_REWARD, // a reward_t
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PERS_ATTACKER, // clientnum of last damage inflicter
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PERS_KILLED, // count of the number of times you died
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// these were added for single player awards tracking
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PERS_IMPRESSIVE_COUNT,
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PERS_EXCELLENT_COUNT,
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PERS_GAUNTLET_FRAG_COUNT,
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PERS_ACCURACY_SHOTS,
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PERS_ACCURACY_HITS,
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PERS_STREAK_COUNT
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} persEnum_t;
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// entityState_t->eFlags
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// IMPORTANT: You need to check entityStateFields in msg.c to be certain that enough bits are being sent!
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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_ITEMPLACEHOLDER 0x00000002 // faded items
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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_BOUNCE 0x00000010 // for missiles
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#define EF_BOUNCE_HALF 0x00000020 // for missiles
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#define EF_MISSILE_STICK 0x00000040 // missiles that stick to the wall.
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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_SHIELD_BOX_X 0x00000800 // tells the client to use special client-collision info, x-axis aligned
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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_ANIM_ALLFAST 0x00010000 // automatically cycle through all frames at 10hz
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#define EF_AWARD_FIRSTSTRIKE 0x00020000 // First blood on a map.
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#define EF_AWARD_ACE 0x00040000 // 5 frags
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#define EF_AWARD_EXPERT 0x00080000 // 10 frags
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#define EF_AWARD_MASTER 0x00100000 // 15 frags
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#define EF_AWARD_CHAMPION 0x00200000 // 20 frags
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#define EF_SHIELD_BOX_Y 0x00400000 // tells the client to use special client-collision info, y-axis aligned
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#define EF_CLIENT_NODRAW 0x00800000 // prevents double pickup sounds, only set/removed by client
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#define EF_AWARD_STREAK_MASK (EF_AWARD_ACE|EF_AWARD_EXPERT|EF_AWARD_MASTER|EF_AWARD_CHAMPION)
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#define EF_AWARD_MASK (EF_AWARD_EXCELLENT|EF_AWARD_IMPRESSIVE|EF_AWARD_FIRSTSTRIKE|EF_AWARD_STREAK_MASK)
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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,
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PW_REGEN,
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PW_FLIGHT,
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PW_SEEKER,
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PW_REDFLAG,
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PW_BLUEFLAG,
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PW_OUCH,
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PW_DISINTEGRATE,
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PW_GHOST,
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PW_EXPLODE,
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PW_ARCWELD_DISINT,
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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, // keep this first enum entry equal to 0 so cgs.useableModels will work properly
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HI_TRANSPORTER,
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HI_MEDKIT,
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HI_DETPACK,
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HI_SHIELD,
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HI_DECOY, // cdr
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HI_NUM_HOLDABLE
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} holdable_t;
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typedef enum {
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WP_NONE,
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WP_PHASER, // 3/13/00 kef -- used to be WP_LIGHTNING
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WP_COMPRESSION_RIFLE, // 3/13/00 kef -- added
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WP_IMOD, // 3/10/00 kef -- used to be WP_RAILGUN
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WP_SCAVENGER_RIFLE, // 3/13/00 kef -- used to be WP_PLASMAGUN
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WP_STASIS, // 3/13/00 kef -- used to be WP_ROCKET_LAUNCHER
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WP_GRENADE_LAUNCHER, // 3/10/00 kef -- used to be...heh...WP_GRENADE_LAUNCHER
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WP_TETRION_DISRUPTOR, // 3/13/00 kef -- added
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WP_QUANTUM_BURST, // 3/13/00 kef -- added
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WP_DREADNOUGHT, // 3/13/00 kef -- added
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WP_NUM_WEAPONS
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} weapon_t;
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// reward sounds
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typedef enum {
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REWARD_BAD,
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REWARD_IMPRESSIVE, // One shot kill with Compression
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REWARD_EXCELLENT, // Two frags in a row
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REWARD_DENIED, // Near powerup, stolen
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REWARD_FIRST_STRIKE, // First blood in a level
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REWARD_STREAK // Ace/Expert/Master/Champion
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} reward_t;
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#define STREAK_ACE 5
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#define STREAK_EXPERT 10
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#define STREAK_MASTER 15
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#define STREAK_CHAMPION 20
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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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typedef enum {
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EV_NONE,
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EV_FOOTSTEP,
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EV_FOOTSTEP_METAL,
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EV_FOOTSPLASH,
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EV_FOOTWADE,
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EV_SWIM,
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EV_STEP_4,
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EV_STEP_8,
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EV_STEP_12,
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EV_STEP_16,
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EV_FALL_SHORT,
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EV_FALL_MEDIUM,
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EV_FALL_FAR,
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EV_JUMP_PAD, // boing sound at origin, jump sound on player
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EV_JUMP,
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EV_WATER_TOUCH, // foot touches
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EV_WATER_LEAVE, // foot leaves
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EV_WATER_UNDER, // head touches
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EV_WATER_CLEAR, // head leaves
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EV_ITEM_PICKUP, // normal item pickups are predictable
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EV_GLOBAL_ITEM_PICKUP, // powerup / team sounds are broadcast to everyone
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EV_NOAMMO,
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EV_NOAMMO_ALT,
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EV_CHANGE_WEAPON,
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EV_FIRE_WEAPON,
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EV_ALT_FIRE,
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EV_FIRE_EMPTY_PHASER,
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EV_USE_ITEM0,
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EV_USE_ITEM1,
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EV_USE_ITEM2,
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EV_USE_ITEM3,
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EV_USE_ITEM4,
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EV_USE_ITEM5,
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EV_USE_ITEM6,
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EV_USE_ITEM7,
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EV_USE_ITEM8,
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EV_USE_ITEM9,
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EV_USE_ITEM10,
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EV_USE_ITEM11,
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EV_USE_ITEM12,
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EV_USE_ITEM13,
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EV_USE_ITEM14,
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EV_USE_ITEM15,
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EV_ITEM_RESPAWN,
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EV_ITEM_POP,
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EV_PLAYER_TELEPORT_IN,
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EV_PLAYER_TELEPORT_OUT,
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EV_GRENADE_BOUNCE, // eventParm will be the soundindex
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EV_MISSILE_STICK, // eventParm will be the soundindex
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EV_GENERAL_SOUND,
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EV_GLOBAL_SOUND, // no attenuation
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EV_TEAM_SOUND,
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EV_MISSILE_HIT,
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EV_MISSILE_MISS,
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EV_PAIN,
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EV_DEATH1,
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EV_DEATH2,
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EV_DEATH3,
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EV_OBITUARY,
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EV_POWERUP_BATTLESUIT,
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EV_POWERUP_REGEN,
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EV_POWERUP_SEEKER_FIRE,
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EV_DEBUG_LINE,
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EV_TAUNT,
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//
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// kef -- begin Trek stuff
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//
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// kef -- taken directly from Trek code
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EV_COMPRESSION_RIFLE,
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EV_COMPRESSION_RIFLE_ALT,
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EV_IMOD,
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EV_IMOD_HIT,
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EV_IMOD_ALTFIRE,
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EV_IMOD_ALTFIRE_HIT,
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EV_STASIS,
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EV_GRENADE_EXPLODE,
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EV_GRENADE_SHRAPNEL_EXPLODE,
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EV_GRENADE_SHRAPNEL,
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EV_DREADNOUGHT_MISS,
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EV_TETRION,
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EV_SHIELD_HIT,
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EV_FX_SPARK,
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EV_FX_STEAM,
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EV_FX_BOLT,
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EV_FX_TRANSPORTER_PAD,
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EV_FX_DRIP,
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EV_SCREENFX_TRANSPORTER,
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EV_DISINTEGRATION,
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EV_EXPLODESHELL,
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EV_ARCWELD_DISINT,
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EV_DETPACK,
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EV_DISINTEGRATION2,
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//
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// kef -- end Trek stuff
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//
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} entity_event_t;
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// animations
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typedef enum {
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BOTH_DEATH1,
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BOTH_DEAD1,
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BOTH_DEATH2,
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BOTH_DEAD2,
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BOTH_DEATH3,
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BOTH_DEAD3,
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TORSO_GESTURE,
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TORSO_ATTACK,
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TORSO_ATTACK2,
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TORSO_DROP,
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TORSO_RAISE,
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TORSO_STAND,
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TORSO_STAND2,
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LEGS_WALKCR,
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LEGS_WALK,
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LEGS_RUN,
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LEGS_BACK,
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LEGS_SWIM,
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LEGS_JUMP,
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LEGS_LAND,
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LEGS_JUMPB,
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LEGS_LANDB,
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LEGS_IDLE,
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LEGS_IDLECR,
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LEGS_TURN,
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MAX_ANIMATIONS
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} animNumber_t;
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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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} animation_t;
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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 128
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typedef enum {
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TEAM_FREE,
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TEAM_RED,
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TEAM_BLUE,
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TEAM_SPECTATOR,
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TEAM_NUM_TEAMS
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} team_t;
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enum {
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RETURN_FLAG_SOUND,
|
|
SCORED_FLAG_SOUND,
|
|
DROPPED_FLAG_SOUND,
|
|
SCORED_FLAG_NO_VOICE_SOUND,
|
|
MAX_TEAM_SOUNDS
|
|
};
|
|
|
|
// Time between location updates
|
|
#define TEAM_LOCATION_UPDATE_TIME 1000
|
|
|
|
// How many players on the overlay
|
|
#define TEAM_MAXOVERLAY 8
|
|
|
|
// means of death
|
|
typedef enum {
|
|
MOD_UNKNOWN,
|
|
|
|
MOD_WATER,
|
|
MOD_SLIME,
|
|
MOD_LAVA,
|
|
MOD_CRUSH,
|
|
MOD_TELEFRAG,
|
|
MOD_FALLING,
|
|
MOD_SUICIDE,
|
|
MOD_TARGET_LASER,
|
|
MOD_TRIGGER_HURT,
|
|
|
|
// Trek weapons
|
|
MOD_PHASER,
|
|
MOD_PHASER_ALT,
|
|
MOD_CRIFLE,
|
|
MOD_CRIFLE_SPLASH,
|
|
MOD_CRIFLE_ALT,
|
|
MOD_CRIFLE_ALT_SPLASH,
|
|
MOD_IMOD,
|
|
MOD_IMOD_ALT,
|
|
MOD_SCAVENGER,
|
|
MOD_SCAVENGER_ALT,
|
|
MOD_SCAVENGER_ALT_SPLASH,
|
|
MOD_STASIS,
|
|
MOD_STASIS_ALT,
|
|
MOD_GRENADE,
|
|
MOD_GRENADE_ALT,
|
|
MOD_GRENADE_SPLASH,
|
|
MOD_GRENADE_ALT_SPLASH,
|
|
MOD_TETRION,
|
|
MOD_TETRION_ALT,
|
|
MOD_DREADNOUGHT,
|
|
MOD_DREADNOUGHT_ALT,
|
|
MOD_QUANTUM,
|
|
MOD_QUANTUM_SPLASH,
|
|
MOD_QUANTUM_ALT,
|
|
MOD_QUANTUM_ALT_SPLASH,
|
|
MOD_DETPACK,
|
|
MOD_SEEKER,
|
|
|
|
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_TEAM
|
|
} itemType_t;
|
|
|
|
typedef struct gitem_s {
|
|
char *classname; // spawning name
|
|
char *pickup_sound;
|
|
char *world_model;
|
|
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;
|
|
|
|
gitem_t *BG_FindItemWithClassname(const char *name);
|
|
char *BG_FindClassnameForHoldable(holdable_t pw);
|
|
gitem_t *BG_FindItem( const char *pickupName );
|
|
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( 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)
|
|
#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
|
|
//
|
|
|
|
// VERY IMPORTANT, if you change this enum, you MUST also change the enum in be_aas_entity.c! THANKS ID!!!!! WTG! GG!
|
|
|
|
typedef enum {
|
|
ET_GENERAL,
|
|
ET_PLAYER,
|
|
ET_ITEM,
|
|
ET_MISSILE,
|
|
ET_ALT_MISSILE,
|
|
ET_MOVER,
|
|
ET_BEAM,
|
|
ET_PORTAL,
|
|
ET_SPEAKER,
|
|
ET_PUSH_TRIGGER,
|
|
ET_TELEPORT_TRIGGER,
|
|
ET_INVISIBLE,
|
|
ET_USEABLE,
|
|
|
|
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_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 );
|
|
|
|
qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
|
|
|
|
|
|
#define ARENAS_PER_TIER 4
|
|
#define MAX_ARENAS 1024
|
|
#define MAX_ARENAS_TEXT 8192
|
|
|
|
#define MAX_BOTS 1024
|
|
#define MAX_BOTS_TEXT 8192
|
|
|
|
//make this match Max_Ammo in g_items please;
|
|
#define PHASER_AMMO_MAX 50
|
|
|
|
extern int Max_Ammo[];
|