stvoy-sp-sdk/game/bg_public.h

653 lines
18 KiB
C

#ifndef __BG_PUBLIC_H__
#define __BG_PUBLIC_H__
// bg_public.h -- definitions shared by both the server game and client game modules
#include "weapons.h"
#include "teams.h"
#include "statindex.h"
#define DEFAULT_GRAVITY 800
#define GIB_HEALTH -40
#define ARMOR_PROTECTION 0.25
#define MAX_ITEMS 256
#define RANK_TIED_FLAG 0x4000
#define DEFAULT_SHOTGUN_SPREAD 700
#define DEFAULT_SHOTGUN_COUNT 11
#define ITEM_RADIUS 15 // item sizes are needed for client side pickup detection
//Player sizes
extern float DEFAULT_MINS_0;
extern float DEFAULT_MINS_1;
extern float DEFAULT_MAXS_0;
extern float DEFAULT_MAXS_1;
extern float DEFAULT_PLAYER_RADIUS;
#define DEFAULT_MINS_2 -24
#define DEFAULT_MAXS_2 32
#define CROUCH_MAXS_2 16
//Player viewheights
#define STANDARD_VIEWHEIGHT_OFFSET -4
//#define RAVEN_VIEWHEIGHT_ADJ 2
//#define DEFAULT_VIEWHEIGHT 26+RAVEN_VIEWHEIGHT_ADJ
//#define CROUCH_VIEWHEIGHT 12
#define DEAD_VIEWHEIGHT -16
//Player movement values
#define MIN_WALK_NORMAL 0.7 // can't walk on very steep slopes
#define JUMP_VELOCITY 225 // 270
#define STEPSIZE 18
//
// 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_MUSIC 2
#define CS_MESSAGE 3 // from the map worldspawn's message field
#define CS_ITEMS 4 // string of 0's and 1's that tell which items are present
#define CS_AMBIENT_SET 5 // ambient set information for the player
#define CS_MODELS 10
#define CS_SOUNDS (CS_MODELS+MAX_MODELS)
#define CS_PLAYERS (CS_SOUNDS+MAX_SOUNDS)
#define CS_MAX (CS_PLAYERS+MAX_CLIENTS)
#if (CS_MAX) > MAX_CONFIGSTRINGS
#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS
#endif
/*
===================================================================================
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.
===================================================================================
*/
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_RAISING,
WEAPON_DROPPING,
WEAPON_FIRING,
WEAPON_CHARGING,
WEAPON_IDLE, //lowered
} weaponstate_t;
// pmove->pm_flags
#define PMF_DUCKED 1
#define PMF_JUMP_HELD 2
#define PMF_QUICK_JUMP 4 // true if jumped without minimum landing time
#define PMF_BACKWARDS_JUMP 8 // go into backwards land
#define PMF_BACKWARDS_RUN 16 // coast down to backwards run
#define PMF_TIME_LAND 32 // pm_time is time before rejump
#define PMF_TIME_KNOCKBACK 64 // pm_time is an air-accelerate only time
#define PMF_BLOCKED 128 // Bumped into something you can't step up
#define PMF_TIME_WATERJUMP 256 // pm_time is waterjump
#define PMF_RESPAWNED 512 // clear after attack and jump buttons come up
#define PMF_USE_ITEM_HELD 1024
#define PMF_JUMP_DUCKED 2048 // viewheight changes in mid-air
#define PMF_FOLLOW 4096 // spectate following another player
#define PMF_SCOREBOARD 8192 // spectate as a scoreboard
#define PMF_BUMPED 16384 // Bumped into something and slid to the side
#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK)
#define MAXTOUCH 32
typedef struct gentity_s gentity_t;
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
// results (out)
int numtouch;
int touchents[MAXTOUCH];
int useEvent;
vec3_t mins, maxs; // bounding box size
int watertype;
int waterlevel;
float xyspeed;
gentity_s *gent; // Pointer to entity in g_entities[]
// 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_t;
// if a full pmove isn't done on the client, you can just update the angles
void PM_UpdateViewAngles( playerState_t *ps, usercmd_t *cmd, gentity_t *gent );
void Pmove( pmove_t *pmove );
#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)
void PM_SetAnimFinal(int *torsoAnim,int *legsAnim,int type,int anim,int priority,int *torsoAnimTimer,int *legsAnimTimer,gentity_t *gent);
//===================================================================================
// player_state->persistant[] indexes
// these fields are the only part of player_state that isn't
// cleared on respawn
//
// NOTE!!! Even though this is an enum, the array that contains these uses #define MAX_PERSISTANT 16 in q_shared.h,
// so be careful how many you add since it'll just overflow without telling you -slc
//
typedef enum {
PERS_SCORE, // !!! MUST NOT CHANGE, SERVER AND GAME BOTH REFERENCE !!!
PERS_HITS, // total points damage inflicted so damage beeps can sound on change
PERS_TEAM,
PERS_SPAWN_COUNT, // incremented every respawn
PERS_REWARD_COUNT, // incremented for each reward sound
PERS_REWARD, // a reward_t
PERS_ATTACKER, // clientnum of last damage inflicter
PERS_KILLED, // count of the number of times you died
PERS_ACCURACY_SHOTS, // scoreboard - number of player shots
PERS_ACCURACY_HITS, // scoreboard - number of player shots that hit an enemy
PERS_ENEMIES_KILLED, // scoreboard - number of enemies player killed
PERS_TEAMMATES_KILLED // scoreboard - number of teammates killed
} persEnum_t;
// entityState_t->eFlags
#define EF_DEAD 0x00000001 // don't draw a foe marker over players with EF_DEAD
#define EF_NPC 0x00000002 // An NPC
#define EF_TELEPORT_BIT 0x00000004 // toggled every time the origin abruptly changes
#define EF_EYEBEAM 0x00000008 // Eyebeams or flashlights on
#define EF_BOUNCE 0x00000010 // for missiles
#define EF_BOUNCE_HALF 0x00000020 // for missiles
#define EF_MISSILE_STICK 0x00000040 // missiles that stick to the wall.
#define EF_NODRAW 0x00000080 // may have an event, but no model (unspawned items)
#define EF_FIRING 0x00000100 // for lightning gun
#define EF_ALT_FIRING 0x00000200 // for alt-fires, mostly for lightning guns though
//#define EF_MOVER_STOP 0x00000400 // will push otherwise
#define EF_NO_TED 0x00000400 // won't show up on TED unless actively scan with tricorder
#define EF_AUTO_SIZE 0x00000800 //CG_Ents will create the mins & max itself based on model bounds
#define EF_TALK 0x00001000 // draw a talk balloon
#define EF_CONNECTION 0x00002000 // draw a connection trouble sprite
#define EF_ANIM_ALLFAST 0x00004000 // automatically cycle through all frames at 10hz
#define EF_ANIM_ONCE 0x00008000 // cycle through all frames just once then stop
#define EF_PLANTED_CHARGE 0x00010000 // For detpack charge
#define EF_BORG_SPARKIES 0x00020000 // Borg sparking effect
#define EF_ASSIMILATED 0x00040000 // Put Borg Assimilation shader over view, tint green
#define EF_FIXING 0x00080000 // Etherian fixits set this on their "enemy" when they start to fix him
#define EF_SCALE_UP 0x00100000 // When something scales up
#define EF_SCALE_DOWN 0x00200000 // When something scales down
#define EF_BEAM_IN 0x00400000 // When something beams in
#define EF_BEAM_OUT 0x00800000 // When something beams out
#define EF_SCAV_BEAM_OUT 0x01000000 // When scav beams something out
#define EF_DISINTEGRATION 0x02000000 // Disruptor effect
#define EF_DISINT_1 0x02000000 // Disintegration effect 1
#define EF_DISINT_2 0x04000000 // Disintegration effect 2
#define EF_DISINT_3 0x08000000 // Disintegration effect 3
#define EF_DISINT_4 0x10000000 // Disintegration effect 4
#define EF_DISINT_5 0x20000000 // Disintegration effect 5
#define EF_DISINT_6 0x40000000 // Disintegration effect 6
#define EF_BANK_STRAFE 0x80000000 // hunterseeker- shared with next
#define EF_BLOCKED_MOVER 0x80000000 // for movers that are blocked - shared with previous
typedef enum {
PW_NONE,
PW_QUAD,
PW_BATTLESUIT,
PW_HASTE,
PW_INVIS,
PW_REGEN,
PW_HIROGEN_SHIELD,
PW_BORG_SHIELD,
PW_FORGE_DEATH,
PW_BALL,
PW_DISINT_1,
PW_DISINT_2,
PW_DISINT_3,
PW_DISINT_4,
PW_DISINT_5,
PW_DISINT_6,
PW_NUM_POWERUPS
} powerup_t;
typedef enum {
HI_NONE,
HI_TELEPORTER,
HI_MEDKIT,
HI_NUM_HOLDABLE
} holdable_t;
// entityState_t->event values
// entity events are for effects that take place relative
// 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)
typedef enum {
EV_NONE,
EV_FOOTSTEP,
EV_FOOTSTEP_METAL,
EV_FOOTSPLASH,
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_TOUCH, // foot touches
EV_WATER_LEAVE, // foot leaves
EV_WATER_UNDER, // head touches
EV_WATER_CLEAR, // head leaves
EV_ITEM_PICKUP,
EV_NOAMMO,
EV_CHANGE_WEAPON,
EV_FIRE_WEAPON,
EV_ALT_FIRE,
EV_USE,
EV_PLAYER_TELEPORT_IN,
EV_PLAYER_TELEPORT_OUT,
EV_BORG_TELEPORT,
EV_STASIS_TELEPORT_IN,
EV_STASIS_TELEPORT_OUT,
EV_SPECIES_TELEPORT,
EV_FORGE_FADE,
EV_REPLICATOR,
EV_GRENADE_BOUNCE, // eventParm will be the soundindex
EV_MISSILE_STICK, // eventParm will be the soundindex
EV_BMODEL_SOUND,
EV_GENERAL_SOUND,
EV_GLOBAL_SOUND, // no attenuation
EV_PHASER,
EV_PHASER_HIT,
EV_PHASER_MISS,
EV_COMPRESSION_RIFLE,
EV_COMPRESSION_RIFLE_ALT,
EV_COMPRESSION_RIFLE_HIT,
EV_COMPRESSION_RIFLE_MISS,
EV_COMPRESSION_RIFLE_ALT_MISS,
EV_IMOD,
EV_IMOD_HIT,
EV_IMOD_MISS,
EV_IMOD_ALTFIRE,
EV_IMOD_ALTFIRE_HIT,
EV_IMOD_ALTFIRE_MISS,
EV_STASIS,
EV_STASIS_HIT,
EV_STASIS_MISS,
EV_GRENADE_EXPLODE,
EV_GRENADE_SHRAPNEL_EXPLODE,
EV_GRENADE_SHRAPNEL,
EV_DREADNOUGHT_HIT,
EV_DREADNOUGHT_MISS,
EV_TETRION,
EV_TETRION_HIT,
EV_TETRION_MISS,
EV_QUANTUM,
EV_QUANTUM_HIT,
EV_BORG_RECYCLE,
EV_BTASER_HIT,
EV_BTASER_MISS,
EV_RIFLE,
EV_RIFLE_HIT,
EV_RIFLE_MISS,
EV_BOT_ROCKET_DIE,
EV_BOT_EXPLODE,
EV_HYPO_PUFF,
EV_PROTON_GUN,
EV_PROTON_GUN_ALT,
EV_PROTON_GUN_HIT,
EV_PROTON_GUN_MISS,
EV_PROTON_GUN_ALT_MISS,
EV_FX_SPARK,
EV_FX_STEAM,
EV_FX_COOKING_STEAM,
EV_FX_BOLT,
EV_FX_DRIP,
EV_FX_PLASMA,
EV_FX_ELECFIRE,
EV_FX_SURFACE_EXPLOSION,
EV_FX_ELECTRICAL_EXPLOSION,
EV_FX_SMOKE,
EV_FX_TELEPORTER,
EV_FX_STREAM,
EV_FX_TRANSPORTER_STREAM,
EV_FX_LASER,
EV_FX_EXPLOSION_TRAIL,
EV_FX_BLOW_CHUNKS,
EV_FX_BORG_ENERGY_BEAM,
EV_FX_SHIMMERY_THING,
EV_FX_BORG_BOLT,
EV_FX_FORGE_BOLT,
EV_FX_STASIS_TELEPORTER,
EV_FX_STASIS_MUSHROOM,
EV_FX_DN_BEAM_GLOW,
EV_FX_MAGIC_SMOKE,
EV_FX_GARDEN_FOUNTAIN_SPURT,
EV_STASIS_MINE_EXPLODE,
EV_PAIN,
EV_DEATH1,
EV_DEATH2,
EV_DEATH3,
EV_MISSILE_HIT,
EV_MISSILE_MISS,
EV_GREET1,
EV_GREET2,
EV_GREET3,
EV_SCAV_BEAMING,
EV_DISINTEGRATION,
EV_RESPOND1,
EV_RESPOND2,
EV_RESPOND3,
EV_BUSY1,
EV_BUSY2,
EV_BUSY3,
EV_MISSION1,
EV_MISSION2,
EV_MISSION3,
EV_ANGER1, //Say when acquire an enemy when didn't have one before
EV_ANGER2,
EV_ANGER3,
EV_COMBAT1, //Say when acquire a new enemy during combat
EV_COMBAT2,
EV_COMBAT3,
EV_VICTORY1, //Say when killed an enemy
EV_VICTORY2,
EV_VICTORY3,
EV_SETTLE1, //Say when killed an enemy anc can't find anymore (battle over)
EV_SETTLE2,
EV_SETTLE3,
EV_BLOCKED1, //Say when someone in your way
EV_BLOCKED2,
EV_BLOCKED3,
EV_FF_1A,
EV_FF_1B,
EV_FF_1C,
EV_FF_2A,
EV_FF_2B,
EV_FF_2C,
EV_FF_3A,
EV_FF_3B,
EV_FF_3C,
EV_CHATTER1,//"Cover me!"
EV_CHATTER2,//"Get down!"
EV_CHATTER3,//"Get him!"
EV_CHATTER4,//"I got him!"
EV_CHATTER5,//"Kill him!"
EV_CHATTER6,//"He's mine!"
EV_CHATTER7,//"Surround him!"
EV_CHATTER8,//"Over there!"
EV_CHATTER9,//"Stop the intruder!"
EV_CHATTER10,//"Take cover!"
EV_CHATTER11,//"What's that?!"
EV_CHATTER12,//"Watch it!"
EV_CHATTER13,//"I'll go check it out..."
EV_CHATTER14,//"Where did he go?!"
} entity_event_t;
typedef struct animation_s {
int firstFrame;
int numFrames;
int loopFrames; // 0 to numFrames, -1 = no loop
int frameLerp; // msec between frames
int initialLerp; // msec to get to first frame
} animation_t;
#define MAX_RANDOM_ANIMSOUNDS 8
typedef struct animsounds_s
{
int keyFrame; //Frame to play sound on
int soundIndex[MAX_RANDOM_ANIMSOUNDS]; //sound file to play - FIXME: should be an index, handle random some other way?
int numRandomAnimSounds; //string variable min for va("...%d.wav", Q_irand(lowestVa, highestVa))
int probability; //chance sound will play, zero value will not run this test (0 = 100% basically)
} animsounds_t;
// flip the togglebit every time an animation
// changes so a restart of the same anim can be detected
#define ANIM_TOGGLEBIT 1024
// means of death
typedef enum {
MOD_UNKNOWN,
//weapons
MOD_PHASER,
MOD_PHASER_ALT,
MOD_CRIFLE,
MOD_SNIPER,
MOD_IMOD,
MOD_SCAVENGER,
MOD_STASIS,
MOD_TETRION,
MOD_GRENADE,
MOD_GRENADE_SPLASH,
MOD_QUANTUM,
MOD_QUANTUM_SPLASH,
MOD_DREADNOUGHT,
MOD_KNOCKOUT,
//enemies
MOD_ASSIMILATE,
MOD_TASER,
MOD_BOTROCKET,
MOD_BOTROCKET_SPLASH,
MOD_ENERGY,
MOD_ENERGY_SPLASH,
MOD_ACID,
MOD_ACID_SPLASH,
MOD_MELEE,
//world
MOD_WATER,
MOD_SLIME,
MOD_LAVA,
MOD_CRUSH,
MOD_TELEFRAG,
MOD_FALLING,
MOD_SUICIDE,
MOD_TARGET_LASER,
MOD_TRIGGER_HURT,
MOD_SURGICAL_LASER,
NUM_MODS
} 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_HOLDABLE, // single use, holdable item
// EFX: rotate + bob
} itemType_t;
typedef struct gitem_s {
char *classname; // spawning name
char *pickup_sound;
char *world_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
vec3_t mins; // Bbox
vec3_t maxs; // Bbox
} gitem_t;
// included in both the game dll and the client
extern gitem_t bg_itemlist[];
extern const int bg_numItems;
//==============================================================================
typedef struct ginfoitem_s
{
char *infoString;// Text message
vec3_t color; // Text color
} ginfoitem_t;
//==============================================================================
extern weaponData_t weaponData[];
//==============================================================================
extern ammoData_t ammoData[];
//==============================================================================
gitem_t *FindItem( const char *pickupName );
gitem_t *FindItemForWeapon( weapon_t weapon );
gitem_t *FindItemForHoldable( holdable_t pw );
#define ITEM_INDEX(x) ((x)-bg_itemlist)
qboolean BG_CanItemBeGrabbed( const entityState_t *ent, const playerState_t *ps );
// content masks
#define MASK_ALL (-1)
#define MASK_SOLID (CONTENTS_SOLID)
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY)
#define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|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|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_THINKER,
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 EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result );
void EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result );
void AddEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );
int CurrentPlayerstateEvent( playerState_t *ps );
void PlayerStateToEntityState( playerState_t *ps, entityState_t *s );
qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
#endif//#ifndef __BG_PUBLIC_H__