mirror of
https://github.com/DrBeef/JKXR.git
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680 lines
No EOL
18 KiB
C++
680 lines
No EOL
18 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#ifndef __BG_PUBLIC_H__
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#define __BG_PUBLIC_H__
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// bg_public.h -- definitions shared by both the server game and client game modules
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#include "weapons.h"
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#include "g_items.h"
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#include "teams.h"
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#include "statindex.h"
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#define DEFAULT_GRAVITY 800
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#define GIB_HEALTH -40
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#define ARMOR_PROTECTION 0.40
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#define MAX_ITEMS 256
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#define RANK_TIED_FLAG 0x4000
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#define DEFAULT_SHOTGUN_SPREAD 700
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#define DEFAULT_SHOTGUN_COUNT 11
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#define ITEM_RADIUS 15 // item sizes are needed for client side pickup detection
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//Player sizes
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extern float DEFAULT_MINS_0;
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extern float DEFAULT_MINS_1;
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extern float DEFAULT_MAXS_0;
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extern float DEFAULT_MAXS_1;
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extern float DEFAULT_PLAYER_RADIUS;
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#define DEFAULT_MINS_2 -24
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#define DEFAULT_MAXS_2 40// was 32, but too short for player
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#define CROUCH_MAXS_2 16
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#define ATST_MINS0 -40
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#define ATST_MINS1 -40
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#define ATST_MINS2 -24
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#define ATST_MAXS0 40
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#define ATST_MAXS1 40
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#define ATST_MAXS2 248
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//Player viewheights
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#define STANDARD_VIEWHEIGHT_OFFSET -4
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//#define RAVEN_VIEWHEIGHT_ADJ 2
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//#define DEFAULT_VIEWHEIGHT (26+RAVEN_VIEWHEIGHT_ADJ)
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//#define CROUCH_VIEWHEIGHT 12
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#define DEAD_VIEWHEIGHT -16
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//Player movement values
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#define MIN_WALK_NORMAL 0.7 // can't walk on very steep slopes
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#define JUMP_VELOCITY 225 // 270
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#define STEPSIZE 18
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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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WEAPON_CHARGING,
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WEAPON_CHARGING_ALT,
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WEAPON_IDLE, //lowered
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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_JUMPING 4 // yes, I really am in a jump -- Mike, you may want to come up with something better here since this is really a temp fix.
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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_NOFRICTION 128 // pm_time is a no-friction time
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//#define PMF_BLOCKED 128 // Bumped into something you can't step up - NOTHING WAS EVER CHECKING THIS
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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_FORCE 1024 // for debouncing the button
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#define PMF_JUMP_DUCKED 2048 // viewheight changes in mid-air
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#define PMF_TRIGGER_PUSHED 4096 // pushed by a trigger_push or other such thing - cannot force jump and will not take impact damage
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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_BUMPED 16384 // Bumped into something and slid to the side - NOTHING WAS EVER CHECKING THIS
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#define PMF_SLOW_MO_FALL 16384 // Fall slower until hit ground
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#define PMF_ATTACK_HELD 32768 // Holding down the attack button
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#define PMF_ALT_ATTACK_HELD 65536 // Holding down the alt-attack button
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#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK|PMF_TIME_NOFRICTION)
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#define MAXTOUCH 32
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typedef struct gentity_s gentity_t;
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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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// results (out)
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int numtouch;
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int touchents[MAXTOUCH];
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int useEvent;
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int altUseEvent;
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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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gentity_s *gent; // Pointer to entity in g_entities[]
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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,
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const int passEntityNum, const int contentMask, const EG2_Collision eG2TraceType/* = (EG2_Collision)0*/, const int useLod/* = 0 */);
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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, usercmd_t *cmd, gentity_t *gent );
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void Pmove( pmove_t *pmove );
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#define SETANIM_TORSO 1
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#define SETANIM_LEGS 2
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#define SETANIM_BOTH (SETANIM_TORSO|SETANIM_LEGS)//3
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#define SETANIM_FLAG_NORMAL 0//Only set if timer is 0
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#define SETANIM_FLAG_OVERRIDE 1//Override previous
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#define SETANIM_FLAG_HOLD 2//Set the new timer
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#define SETANIM_FLAG_RESTART 4//Allow restarting the anim if playing the same one (weapon fires)
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#define SETANIM_FLAG_HOLDLESS 8//Set the new timer
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void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags, int blendTime=100);
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void PM_SetAnimFinal(int *torsoAnim,int *legsAnim,int type,int anim,int priority,int *torsoAnimTimer,int *legsAnimTimer,gentity_t *gent,int blendTime=100);
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void PM_SetSaberMove(short newMove);
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//===================================================================================
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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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//
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// NOTE!!! Even though this is an enum, the array that contains these uses #define MAX_PERSISTANT 16 in q_shared.h,
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// so be careful how many you add since it'll just overflow without telling you -slc
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//
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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_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_ATTACKER, // clientnum of last damage inflicter
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PERS_KILLED, // count of the number of times you died
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PERS_ACCURACY_SHOTS, // scoreboard - number of player shots
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PERS_ACCURACY_HITS, // scoreboard - number of player shots that hit an enemy
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PERS_ENEMIES_KILLED, // scoreboard - number of enemies player killed
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PERS_TEAMMATES_KILLED // scoreboard - number of teammates killed
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} persEnum_t;
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// entityState_t->eFlags
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#define EF_DEAD 0x00000001 // don't draw a foe marker over players with EF_DEAD
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#define EF_NPC 0x00000002 // An NPC
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#define EF_TELEPORT_BIT 0x00000004 // toggled every time the origin abruptly changes
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#define EF_SHADER_ANIM 0x00000008 // Animating shader (by s.frame)
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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_NO_TED 0x00000400 // won't show up on TED unless actively scan with tricorder
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#define EF_AUTO_SIZE 0x00000800 // CG_Ents will create the mins & max itself based on model bounds
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#define EF_BOUNCE_SHRAPNEL 0x00001000 // special shrapnel flag
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#define EF_CONNECTION 0x00002000 // draw a connection trouble sprite
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#define EF_ANIM_ALLFAST 0x00004000 // automatically cycle through all frames at 10hz
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#define EF_ANIM_ONCE 0x00008000 // cycle through all frames just once then stop
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#define EF_PLANTED_CHARGE 0x00010000 // For detpack charge
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#define EF_PROX_TRIP 0x00020000 // Proximity trip mine has been activated
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#define EF_LOCKED_TO_WEAPON 0x00040000 // When we use an emplaced weapon, we turn this on to lock us to that weapon
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//#define EF_use_me 0x00080000 // Not used
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//#define EF_use_me 0x00100000 // Not used
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//#define EF_use_me 0x00200000 // Not used
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//#define EF_use_me 0x00400000 // Not used
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//#define EF_use_me 0x00800000 // Not used
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#define EF_IN_ATST 0x01000000 // Driving an ATST
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#define EF_DISINTEGRATION 0x02000000 // Disruptor effect
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//#define EF_use_me 0x04000000 // Not used
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//#define EF_use_me 0x08000000 // Not used
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#define EF_DISABLE_SHADER_ANIM 0x10000000 // Normally shader animation chugs along, but movers can force shader animation to be on frame 1
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#define EF_FORCE_GRIPPED 0x20000000 // Force gripped effect
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//#define EF_use_me 0x40000000 // Not used
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#define EF_BLOCKED_MOVER 0x80000000 // for movers that are blocked - shared with previous
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typedef enum {
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PW_NONE,
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PW_QUAD,// This can go away
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PW_BATTLESUIT,
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PW_HASTE,// This can go away
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PW_CLOAKED,
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PW_UNCLOAKING,
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PW_DISRUPTION,
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PW_GALAK_SHIELD,
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// PW_WEAPON_OVERCHARGE,
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PW_SEEKER,
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PW_SHOCKED,//electricity effect
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PW_DISINT_2,//ghost
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PW_INVINCIBLE,
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PW_FORCE_PUSH,
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PW_NUM_POWERUPS
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} powerup_t;
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#define PW_REMOVE_AT_DEATH ((1<<PW_QUAD)|(1<<PW_BATTLESUIT)|(1<<PW_HASTE)|(1<<PW_CLOAKED)|(1<<PW_UNCLOAKING)|(1<<PW_UNCLOAKING)|(1<<PW_GALAK_SHIELD)|(1<<PW_DISINT_2)|(1<<PW_INVINCIBLE)|(1<<PW_SEEKER))
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// entityState_t->event values
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// entity events are for effects that take place relative
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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,
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EV_ROLL,
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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_WATER_GURP1, // need air 1
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EV_WATER_GURP2, // need air 2
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EV_WATER_DROWN, // drowned
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EV_ITEM_PICKUP,
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EV_NOAMMO,
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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_POWERUP_SEEKER_FIRE,
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EV_POWERUP_BATTLESUIT,
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EV_USE,
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EV_REPLICATOR,
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EV_BATTERIES_CHARGED,
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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_BMODEL_SOUND,
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EV_GENERAL_SOUND,
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EV_GLOBAL_SOUND, // no attenuation
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EV_PLAY_EFFECT,
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EV_PLAY_MUZZLE_EFFECT,
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EV_TARGET_BEAM_DRAW,
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EV_DISRUPTOR_MAIN_SHOT,
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EV_DISRUPTOR_SNIPER_SHOT,
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EV_DISRUPTOR_SNIPER_MISS,
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EV_DEMP2_ALT_IMPACT,
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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_MISSILE_HIT,
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EV_MISSILE_MISS,
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EV_DISINTEGRATION,
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EV_ANGER1, //Say when acquire an enemy when didn't have one before
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EV_ANGER2,
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EV_ANGER3,
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EV_VICTORY1, //Say when killed an enemy
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EV_VICTORY2,
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EV_VICTORY3,
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EV_CONFUSE1, //Say when confused
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EV_CONFUSE2,
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EV_CONFUSE3,
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EV_PUSHED1, //Say when pushed
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EV_PUSHED2,
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EV_PUSHED3,
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EV_CHOKE1, //Say when choking
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EV_CHOKE2,
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EV_CHOKE3,
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EV_FFWARN, //ffire founds
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EV_FFTURN,
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//extra sounds for ST
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EV_CHASE1,
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EV_CHASE2,
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EV_CHASE3,
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EV_COVER1,
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EV_COVER2,
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EV_COVER3,
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EV_COVER4,
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EV_COVER5,
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EV_DETECTED1,
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EV_DETECTED2,
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EV_DETECTED3,
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EV_DETECTED4,
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EV_DETECTED5,
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EV_LOST1,
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EV_OUTFLANK1,
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EV_OUTFLANK2,
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EV_ESCAPING1,
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EV_ESCAPING2,
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EV_ESCAPING3,
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EV_GIVEUP1,
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EV_GIVEUP2,
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EV_GIVEUP3,
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EV_GIVEUP4,
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EV_LOOK1,
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EV_LOOK2,
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EV_SIGHT1,
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EV_SIGHT2,
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EV_SIGHT3,
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EV_SOUND1,
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EV_SOUND2,
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EV_SOUND3,
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EV_SUSPICIOUS1,
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EV_SUSPICIOUS2,
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EV_SUSPICIOUS3,
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EV_SUSPICIOUS4,
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EV_SUSPICIOUS5,
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//extra sounds for Jedi
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EV_COMBAT1,
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EV_COMBAT2,
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EV_COMBAT3,
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EV_JDETECTED1,
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EV_JDETECTED2,
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EV_JDETECTED3,
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EV_TAUNT1,
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EV_TAUNT2,
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EV_TAUNT3,
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EV_JCHASE1,
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EV_JCHASE2,
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EV_JCHASE3,
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EV_JLOST1,
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EV_JLOST2,
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EV_JLOST3,
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EV_DEFLECT1,
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EV_DEFLECT2,
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EV_DEFLECT3,
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EV_GLOAT1,
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EV_GLOAT2,
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EV_GLOAT3,
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EV_PUSHFAIL,
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EV_USE_ITEM,
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EV_USE_INV_BINOCULARS,
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EV_USE_INV_BACTA,
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EV_USE_INV_SEEKER,
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EV_USE_INV_LIGHTAMP_GOGGLES,
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EV_USE_INV_SENTRY,
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EV_USE_FORCE,
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EV_DRUGGED, // hit by an interrogator
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EV_DEBUG_LINE,
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EV_NUM_ENTITY_EVENTS
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} entity_event_t;
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class animation_t
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{
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public:
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int firstFrame;
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int numFrames;
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int loopFrames; // 0 to numFrames, -1 = no loop
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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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void sg_export(
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ojk::SavedGameHelper& saved_game) const
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{
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saved_game.write<int32_t>(firstFrame);
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saved_game.write<int32_t>(numFrames);
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saved_game.write<int32_t>(loopFrames);
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saved_game.write<int32_t>(frameLerp);
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saved_game.write<int32_t>(initialLerp);
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}
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void sg_import(
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ojk::SavedGameHelper& saved_game)
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{
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saved_game.read<int32_t>(firstFrame);
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saved_game.read<int32_t>(numFrames);
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saved_game.read<int32_t>(loopFrames);
|
|
saved_game.read<int32_t>(frameLerp);
|
|
saved_game.read<int32_t>(initialLerp);
|
|
}
|
|
}; // 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)
|
|
|
|
|
|
void sg_export(
|
|
ojk::SavedGameHelper& saved_game) const
|
|
{
|
|
saved_game.write<int32_t>(keyFrame);
|
|
saved_game.write<int32_t>(soundIndex);
|
|
saved_game.write<int32_t>(numRandomAnimSounds);
|
|
saved_game.write<int32_t>(probability);
|
|
}
|
|
|
|
void sg_import(
|
|
ojk::SavedGameHelper& saved_game)
|
|
{
|
|
saved_game.read<int32_t>(keyFrame);
|
|
saved_game.read<int32_t>(soundIndex);
|
|
saved_game.read<int32_t>(numRandomAnimSounds);
|
|
saved_game.read<int32_t>(probability);
|
|
}
|
|
} animsounds_t;
|
|
|
|
// means of death
|
|
typedef enum {
|
|
|
|
MOD_UNKNOWN,
|
|
|
|
// weapons
|
|
MOD_SABER,
|
|
MOD_BRYAR,
|
|
MOD_BRYAR_ALT,
|
|
MOD_BLASTER,
|
|
MOD_BLASTER_ALT,
|
|
MOD_DISRUPTOR,
|
|
MOD_SNIPER,
|
|
MOD_BOWCASTER,
|
|
MOD_BOWCASTER_ALT,
|
|
MOD_REPEATER,
|
|
MOD_REPEATER_ALT,
|
|
MOD_DEMP2,
|
|
MOD_DEMP2_ALT,
|
|
MOD_FLECHETTE,
|
|
MOD_FLECHETTE_ALT,
|
|
MOD_ROCKET,
|
|
MOD_ROCKET_ALT,
|
|
MOD_THERMAL,
|
|
MOD_THERMAL_ALT,
|
|
MOD_DETPACK,
|
|
MOD_LASERTRIP,
|
|
MOD_LASERTRIP_ALT,
|
|
MOD_MELEE,
|
|
MOD_SEEKER,
|
|
MOD_FORCE_GRIP,
|
|
MOD_EMPLACED,
|
|
|
|
// world / generic
|
|
MOD_ELECTROCUTE,
|
|
MOD_EXPLOSIVE,
|
|
MOD_EXPLOSIVE_SPLASH,
|
|
MOD_KNOCKOUT,
|
|
MOD_ENERGY,
|
|
MOD_ENERGY_SPLASH,
|
|
MOD_WATER,
|
|
MOD_SLIME,
|
|
MOD_LAVA,
|
|
MOD_CRUSH,
|
|
MOD_IMPACT,
|
|
MOD_FALLING,
|
|
MOD_SUICIDE,
|
|
MOD_TRIGGER_HURT,
|
|
|
|
NUM_MODS,
|
|
|
|
} meansOfDeath_t;
|
|
|
|
|
|
//---------------------------------------------------------
|
|
|
|
// gitem_t->type
|
|
typedef enum
|
|
{
|
|
IT_BAD,
|
|
IT_WEAPON,
|
|
IT_AMMO,
|
|
IT_ARMOR,
|
|
IT_HEALTH,
|
|
IT_HOLDABLE,
|
|
IT_BATTERY,
|
|
IT_HOLOCRON,
|
|
|
|
} itemType_t;
|
|
|
|
|
|
|
|
typedef struct gitem_s {
|
|
char *classname; // spawning name
|
|
char *pickup_sound;
|
|
char *world_model;
|
|
|
|
char *icon;
|
|
|
|
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[WP_NUM_WEAPONS];
|
|
|
|
//==============================================================================
|
|
extern ammoData_t ammoData[AMMO_MAX];
|
|
|
|
//==============================================================================
|
|
|
|
gitem_t *FindItem( const char *className );
|
|
gitem_t *FindItemForWeapon( weapon_t weapon );
|
|
gitem_t *FindItemForInventory( int inv );
|
|
|
|
#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_OPAQUE|CONTENTS_SLIME|CONTENTS_LAVA)//was CONTENTS_SOLID, not CONTENTS_OPAQUE...?
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE|CONTENTS_SHOTCLIP)
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
//
|
|
// 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_CLOUD, // dumb
|
|
|
|
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__
|