jkxr/Projects/Android/jni/OpenJK/code/game/bg_public.h
2023-03-05 08:48:31 +00:00

766 lines
22 KiB
C++

/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#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 "g_items.h"
#include "teams.h"
#include "statindex.h"
#define DEFAULT_GRAVITY 800
#define GIB_HEALTH -40
#define ARMOR_PROTECTION 0.40
#define MAX_ITEMS 128
#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 40// was 32, but too short for player
#define CROUCH_MAXS_2 16
#define ATST_MINS0 -40
#define ATST_MINS1 -40
#define ATST_MINS2 -24
#define ATST_MAXS0 40
#define ATST_MAXS1 40
#define ATST_MAXS2 248
//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
/*
===================================================================================
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_CHARGING_ALT,
WEAPON_IDLE, //lowered
} weaponstate_t;
// pmove->pm_flags
#define PMF_DUCKED (1<<0)//1
#define PMF_JUMP_HELD (1<<1)//2
#define PMF_JUMPING (1<<2)//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.
#define PMF_BACKWARDS_JUMP (1<<3)//8 // go into backwards land
#define PMF_BACKWARDS_RUN (1<<4)//16 // coast down to backwards run
#define PMF_TIME_LAND (1<<5)//32 // pm_time is time before rejump
#define PMF_TIME_KNOCKBACK (1<<6)//64 // pm_time is an air-accelerate only time
#define PMF_TIME_NOFRICTION (1<<7)//128 // pm_time is a no-friction time
#define PMF_TIME_WATERJUMP (1<<8)//256 // pm_time is waterjump
#define PMF_RESPAWNED (1<<9)//512 // clear after attack and jump buttons come up
#define PMF_USEFORCE_HELD (1<<10)//1024 // for debouncing the button
#define PMF_JUMP_DUCKED (1<<11)//2048 // viewheight changes in mid-air
#define PMF_TRIGGER_PUSHED (1<<12)//4096 // pushed by a trigger_push or other such thing - cannot force jump and will not take impact damage
#define PMF_STUCK_TO_WALL (1<<13)//8192 // grabbing a wall
#define PMF_SLOW_MO_FALL (1<<14)//16384 // Fall slower until hit ground
#define PMF_ATTACK_HELD (1<<15)//32768 // Holding down the attack button
#define PMF_ALT_ATTACK_HELD (1<<16)//65536 // Holding down the alt-attack button
#define PMF_BUMPED (1<<17)//131072 // Bumped into something
#define PMF_FORCE_FOCUS_HELD (1<<18)//262144 // Holding down the saberthrow/kick button
#define PMF_FIX_MINS (1<<19)//524288 // Mins raised for dual forward jump, fix them
#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK|PMF_TIME_NOFRICTION)
#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
// results (out)
int numtouch;
int touchents[MAXTOUCH];
int useEvent;
int altUseEvent;
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,
const int passEntityNum, const int contentMask, const EG2_Collision eG2TraceType, const int useLod );
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)
#define SETANIM_FLAG_HOLDLESS 8//Set the new timer
#define SETANIM_BLEND_DEFAULT 100
void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags, int blendTime=SETANIM_BLEND_DEFAULT);
void PM_SetAnimFinal(int *torsoAnim,int *legsAnim,int type,int anim,int priority,int *torsoAnimTimer,int *legsAnimTimer,gentity_t *gent,int blendTime=SETANIM_BLEND_DEFAULT);
//===================================================================================
// 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_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_HELD_BY_SAND_CREATURE 0x00000001 // In a sand creature's mouth
#define EF_HELD_BY_RANCOR 0x00000002 // Being held by Rancor
#define EF_TELEPORT_BIT 0x00000004 // toggled every time the origin abruptly changes
#define EF_SHADER_ANIM 0x00000008 // Animating shader (by s.frame)
#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_VEH_BOARDING 0x00000400 // Whether a vehicle is being boarded or not.
#define EF_AUTO_SIZE 0x00000800 // CG_Ents will create the mins & max itself based on model bounds
#define EF_BOUNCE_SHRAPNEL 0x00001000 // special shrapnel flag
#define EF_USE_ANGLEDELTA 0x00002000 // Not used.
#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_HELD_BY_WAMPA 0x00010000 // being held by the Wampa
#define EF_PROX_TRIP 0x00020000 // Proximity trip mine has been activated
#define EF_LOCKED_TO_WEAPON 0x00040000 // When we use an emplaced weapon, we turn this on to lock us to that weapon
//rest not sent over net?
#define EF_PERMANENT 0x00080000 // this entity is permanent and is never updated (sent only in the game state)
#define EF_SPOTLIGHT 0x00100000 // Your lights are on...
#define EF_PLANTED_CHARGE 0x00200000 // For detpack charge
#define EF_POWERING_ROSH 0x00400000 // Only for Twins powering up Rosh
#define EF_FORCE_VISIBLE 0x00800000 // Always visible with force sight
#define EF_IN_ATST 0x01000000 // Driving an ATST
#define EF_DISINTEGRATION 0x02000000 // Disruptor effect
#define EF_LESS_ATTEN 0x04000000 // Use less sound attenuation (louder even when farther).
#define EF_JETPACK_ACTIVE 0x08000000 // Not used
#define EF_DISABLE_SHADER_ANIM 0x10000000 // Normally shader animation chugs along, but movers can force shader animation to be on frame 1
#define EF_FORCE_GRIPPED 0x20000000 // Force gripped effect
#define EF_FORCE_DRAINED 0x40000000 // Force drained effect
#define EF_BLOCKED_MOVER 0x80000000 // for movers that are blocked - shared with previous
typedef enum {
PW_NONE,
PW_QUAD,// This can go away
PW_BATTLESUIT,
PW_HASTE,// This can go away
PW_CLOAKED,
PW_UNCLOAKING,
PW_DISRUPTION,
PW_GALAK_SHIELD,
// PW_WEAPON_OVERCHARGE,
PW_SEEKER,
PW_SHOCKED,//electricity effect
PW_DRAINED,//drain effect
PW_DISINT_2,//ghost
PW_INVINCIBLE,
PW_FORCE_PUSH,
PW_FORCE_PUSH_RHAND,
PW_NUM_POWERUPS
} powerup_t;
#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))
// 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_ROLL,
EV_WATER_TOUCH, // foot touches
EV_WATER_LEAVE, // foot leaves
EV_WATER_UNDER, // head touches
EV_WATER_CLEAR, // head leaves
EV_WATER_GURP1, // need air 1
EV_WATER_GURP2, // need air 2
EV_WATER_DROWN, // drowned
EV_LAVA_TOUCH, // foot touches
EV_LAVA_LEAVE, // foot leaves
EV_LAVA_UNDER, // head touches
EV_ITEM_PICKUP,
EV_NOAMMO,
EV_CHANGE_WEAPON,
EV_FIRE_WEAPON,
EV_ALT_FIRE,
EV_POWERUP_SEEKER_FIRE,
EV_POWERUP_BATTLESUIT,
EV_USE,
EV_REPLICATOR,
EV_BATTERIES_CHARGED,
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_PLAY_EFFECT,
EV_PLAY_MUZZLE_EFFECT,
EV_STOP_EFFECT,
EV_TARGET_BEAM_DRAW,
EV_DISRUPTOR_MAIN_SHOT,
EV_DISRUPTOR_SNIPER_SHOT,
EV_DISRUPTOR_SNIPER_MISS,
EV_DEMP2_ALT_IMPACT,
//NEW for JKA weapons:
EV_CONC_ALT_SHOT,
EV_CONC_ALT_MISS,
//END JKA weapons
EV_PAIN,
EV_DEATH1,
EV_DEATH2,
EV_DEATH3,
EV_MISSILE_HIT,
EV_MISSILE_MISS,
EV_DISINTEGRATION,
EV_ANGER1, //Say when acquire an enemy when didn't have one before
EV_ANGER2,
EV_ANGER3,
EV_VICTORY1, //Say when killed an enemy
EV_VICTORY2,
EV_VICTORY3,
EV_CONFUSE1, //Say when confused
EV_CONFUSE2,
EV_CONFUSE3,
EV_PUSHED1, //Say when pushed
EV_PUSHED2,
EV_PUSHED3,
EV_CHOKE1, //Say when choking
EV_CHOKE2,
EV_CHOKE3,
EV_FFWARN, //ffire founds
EV_FFTURN,
//extra sounds for ST
EV_CHASE1,
EV_CHASE2,
EV_CHASE3,
EV_COVER1,
EV_COVER2,
EV_COVER3,
EV_COVER4,
EV_COVER5,
EV_DETECTED1,
EV_DETECTED2,
EV_DETECTED3,
EV_DETECTED4,
EV_DETECTED5,
EV_LOST1,
EV_OUTFLANK1,
EV_OUTFLANK2,
EV_ESCAPING1,
EV_ESCAPING2,
EV_ESCAPING3,
EV_GIVEUP1,
EV_GIVEUP2,
EV_GIVEUP3,
EV_GIVEUP4,
EV_LOOK1,
EV_LOOK2,
EV_SIGHT1,
EV_SIGHT2,
EV_SIGHT3,
EV_SOUND1,
EV_SOUND2,
EV_SOUND3,
EV_SUSPICIOUS1,
EV_SUSPICIOUS2,
EV_SUSPICIOUS3,
EV_SUSPICIOUS4,
EV_SUSPICIOUS5,
//extra sounds for Jedi
EV_COMBAT1,
EV_COMBAT2,
EV_COMBAT3,
EV_JDETECTED1,
EV_JDETECTED2,
EV_JDETECTED3,
EV_TAUNT1,
EV_TAUNT2,
EV_TAUNT3,
EV_JCHASE1,
EV_JCHASE2,
EV_JCHASE3,
EV_JLOST1,
EV_JLOST2,
EV_JLOST3,
EV_DEFLECT1,
EV_DEFLECT2,
EV_DEFLECT3,
EV_GLOAT1,
EV_GLOAT2,
EV_GLOAT3,
EV_PUSHFAIL,
EV_USE_ITEM,
EV_USE_INV_BINOCULARS,
EV_USE_INV_BACTA,
EV_USE_INV_SEEKER,
EV_USE_INV_LIGHTAMP_GOGGLES,
EV_USE_INV_SENTRY,
EV_USE_FORCE,
EV_DRUGGED, // hit by an interrogator
EV_DEBUG_LINE,
EV_KOTHOS_BEAM,
EV_NUM_ENTITY_EVENTS
} entity_event_t;
class animation_t
{
public:
unsigned short firstFrame;
unsigned short numFrames;
short frameLerp; // msec between frames
//initial lerp is abs(frameLerp)
signed char loopFrames; // 0 to numFrames, -1 = no loop
unsigned char glaIndex;
void sg_export(
ojk::SavedGameHelper& saved_game) const
{
saved_game.write<uint16_t>(firstFrame);
saved_game.write<uint16_t>(numFrames);
saved_game.write<int16_t>(frameLerp);
saved_game.write<int8_t>(loopFrames);
saved_game.write<uint8_t>(glaIndex);
}
void sg_import(
ojk::SavedGameHelper& saved_game)
{
saved_game.read<uint16_t>(firstFrame);
saved_game.read<uint16_t>(numFrames);
saved_game.read<int16_t>(frameLerp);
saved_game.read<int8_t>(loopFrames);
saved_game.read<uint8_t>(glaIndex);
}
}; // animation_t
#define MAX_ANIM_FILES 16
#define MAX_ANIM_EVENTS 300
//size of Anim eventData array...
#define MAX_RANDOM_ANIM_SOUNDS 8
#define AED_ARRAY_SIZE (MAX_RANDOM_ANIM_SOUNDS+3)
//indices for AEV_SOUND data
#define AED_SOUNDINDEX_START 0
#define AED_SOUNDINDEX_END (MAX_RANDOM_ANIM_SOUNDS-1)
#define AED_SOUND_NUMRANDOMSNDS (MAX_RANDOM_ANIM_SOUNDS)
#define AED_SOUND_PROBABILITY (MAX_RANDOM_ANIM_SOUNDS+1)
//indices for AEV_SOUNDCHAN data
#define AED_SOUNDCHANNEL (MAX_RANDOM_ANIM_SOUNDS+2)
//indices for AEV_FOOTSTEP data
#define AED_FOOTSTEP_TYPE 0
#define AED_FOOTSTEP_PROBABILITY 1
//indices for AEV_EFFECT data
#define AED_EFFECTINDEX 0
#define AED_BOLTINDEX 1
#define AED_EFFECT_PROBABILITY 2
#define AED_MODELINDEX 3
//indices for AEV_FIRE data
#define AED_FIRE_ALT 0
#define AED_FIRE_PROBABILITY 1
//indices for AEV_MOVE data
#define AED_MOVE_FWD 0
#define AED_MOVE_RT 1
#define AED_MOVE_UP 2
//indices for AEV_SABER_SWING data
#define AED_SABER_SWING_SABERNUM 0
#define AED_SABER_SWING_TYPE 1
#define AED_SABER_SWING_PROBABILITY 2
//indices for AEV_SABER_SPIN data
#define AED_SABER_SPIN_SABERNUM 0
#define AED_SABER_SPIN_TYPE 1 //0 = saberspinoff, 1 = saberspin, 2-4 = saberspin1-saberspin3
#define AED_SABER_SPIN_PROBABILITY 2
typedef enum
{//NOTENOTE: Be sure to update animEventTypeTable and ParseAnimationEvtBlock(...) if you change this enum list!
AEV_NONE,
AEV_SOUND, //# animID AEV_SOUND framenum soundpath randomlow randomhi chancetoplay
AEV_FOOTSTEP, //# animID AEV_FOOTSTEP framenum footstepType chancetoplay
AEV_EFFECT, //# animID AEV_EFFECT framenum effectpath boltName chancetoplay
AEV_FIRE, //# animID AEV_FIRE framenum altfire chancetofire
AEV_MOVE, //# animID AEV_MOVE framenum forwardpush rightpush uppush
AEV_SOUNDCHAN, //# animID AEV_SOUNDCHAN framenum CHANNEL soundpath randomlow randomhi chancetoplay
AEV_SABER_SWING, //# animID AEV_SABER_SWING framenum CHANNEL randomlow randomhi chancetoplay
AEV_SABER_SPIN, //# animID AEV_SABER_SPIN framenum CHANNEL chancetoplay
AEV_NUM_AEV
} animEventType_t;
typedef struct animevent_s
{
animEventType_t eventType;
signed short modelOnly; //event is specific to a modelname to skeleton
unsigned short glaIndex;
unsigned short keyFrame; //Frame to play event on
signed short eventData[AED_ARRAY_SIZE]; //Unique IDs, can be soundIndex of sound file to play OR effect index or footstep type, etc.
char *stringData; //we allow storage of one string, temporarily (in case we have to look up an index later, then make sure to set stringData to NULL so we only do the look-up once)
void sg_export(
ojk::SavedGameHelper& saved_game) const
{
saved_game.write<int32_t>(eventType);
saved_game.write<int16_t>(modelOnly);
saved_game.write<uint16_t>(glaIndex);
saved_game.write<uint16_t>(keyFrame);
saved_game.write<int16_t>(eventData);
saved_game.write<int32_t>(stringData);
}
void sg_import(
ojk::SavedGameHelper& saved_game)
{
saved_game.read<int32_t>(eventType);
saved_game.read<int16_t>(modelOnly);
saved_game.read<uint16_t>(glaIndex);
saved_game.read<uint16_t>(keyFrame);
saved_game.read<int16_t>(eventData);
saved_game.read<int32_t>(stringData);
}
} animevent_t;
typedef enum
{
FOOTSTEP_R,
FOOTSTEP_L,
FOOTSTEP_HEAVY_R,
FOOTSTEP_HEAVY_L,
NUM_FOOTSTEP_TYPES
} footstepType_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,
//NEW for JKA weapons:
MOD_CONC,
MOD_CONC_ALT,
//END JKA weapons.
MOD_THERMAL,
MOD_THERMAL_ALT,
MOD_DETPACK,
MOD_LASERTRIP,
MOD_LASERTRIP_ALT,
MOD_MELEE,
MOD_SEEKER,
MOD_FORCE_GRIP,
MOD_FORCE_LIGHTNING,
MOD_FORCE_DRAIN,
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,
MOD_GAS,
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 {
const char *classname; // spawning name
const char *pickup_sound;
const char *world_model;
const char *icon;
int quantity; // for ammo how much, or duration of powerup
itemType_t giType; // IT_* flags
int giTag;
const char *precaches; // string of all models and images this item will use
const 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|CONTENTS_TERRAIN)
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY|CONTENTS_TERRAIN)
#define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_BODY|CONTENTS_TERRAIN)
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_TERRAIN)
#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|CONTENTS_TERRAIN)
/*
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_TERRAIN,
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__