mirror of
https://github.com/DrBeef/JKXR.git
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adfc6da46d
- Added in a cheat menu (https://jkhub.org/files/file/3828-beta-ingame-customization-and-cheat-menu/) - Added and building source for JK2 - FIxed jittery head tracking - Started on motion controlled weapons (no sabers yet) - made cutscenes immersive (can be turned off) - Started on a visible HUD
306 lines
6 KiB
C
306 lines
6 KiB
C
/*
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===========================================================================
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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 __WP_SABER_H
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#define __WP_SABER_H
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#define ARMOR_EFFECT_TIME 500
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#define JSF_AMBUSH 16 //ambusher Jedi
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//saberEventFlags
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#define SEF_HITENEMY 0x1 //Hit the enemy
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#define SEF_HITOBJECT 0x2 //Hit some other object
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#define SEF_HITWALL 0x4 //Hit a wall
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#define SEF_PARRIED 0x8 //Parried a saber swipe
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#define SEF_DEFLECTED 0x10 //Deflected a missile or saberInFlight
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#define SEF_BLOCKED 0x20 //Was blocked by a parry
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#define SEF_EVENTS (SEF_HITENEMY|SEF_HITOBJECT|SEF_HITWALL|SEF_PARRIED|SEF_DEFLECTED|SEF_BLOCKED)
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#define SEF_LOCKED 0x40 //Sabers locked with someone else
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#define SEF_INWATER 0x80 //Saber is in water
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#define SEF_LOCK_WON 0x100 //Won a saberLock
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//saberEntityState
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#define SES_LEAVING 1
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#define SES_HOVERING 2
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#define SES_RETURNING 3
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#define SABER_EXTRAPOLATE_DIST 16.0f
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#define SABER_MAX_DIST 400.0f
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#define SABER_MAX_DIST_SQUARED (SABER_MAX_DIST*SABER_MAX_DIST)
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#define FORCE_POWER_MAX 100
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#define SABER_REFLECT_MISSILE_CONE 0.2f
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#define SABER_LOCK_TIME 10000
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#define SABER_LOCK_DELAYED_TIME 9500
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typedef enum
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{
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LOCK_VICTORY = 0,//one side won
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LOCK_STALEMATE,//neither side won
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LOCK_DRAW//both people fall back
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} saberLockResult_t;
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#define MAX_FORCE_HEAL 25
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#define FORCE_HEAL_INTERVAL 200//FIXME: maybe level 1 is slower or level 2 is faster?
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#define FORCE_GRIP_DIST 512.0f//FIXME: vary by power level?
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#define FORCE_GRIP_DIST_SQUARED (FORCE_GRIP_DIST*FORCE_GRIP_DIST)
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extern float forceJumpStrength[];
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extern float forceJumpHeight[];
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extern float forcePushPullRadius[];
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extern void ForceSpeed( gentity_t *self, int duration = 0 );
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extern float forceSpeedValue[];
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extern float forceSpeedRangeMod[];
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extern float forceSpeedFOVMod[];
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#define FORCE_SPEED_DURATION 10000.0f
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enum
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{
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FORCE_LEVEL_0,
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FORCE_LEVEL_1,
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FORCE_LEVEL_2,
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FORCE_LEVEL_3,
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NUM_FORCE_POWER_LEVELS
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};
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#define FORCE_LEVEL_4 (FORCE_LEVEL_3+1)
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#define FORCE_LEVEL_5 (FORCE_LEVEL_4+1)
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enum
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{
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FJ_FORWARD,
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FJ_BACKWARD,
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FJ_RIGHT,
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FJ_LEFT,
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FJ_UP
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};
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#define FORCE_JUMP_CHARGE_TIME 1000.0f //Force jump reaches maximum power in one second
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extern void WP_InitForcePowers( gentity_t *ent );
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extern int WP_GetVelocityForForceJump( gentity_t *self, vec3_t jumpVel, usercmd_t *ucmd );
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typedef enum
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{
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EVASION_NONE = 0,
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EVASION_PARRY,
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EVASION_DUCK_PARRY,
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EVASION_JUMP_PARRY,
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EVASION_DODGE,
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EVASION_JUMP,
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EVASION_DUCK,
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EVASION_FJUMP,
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EVASION_CARTWHEEL,
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EVASION_OTHER,
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NUM_EVASION_TYPES
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} evasionType_t;
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#ifdef LS_NONE
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#undef LS_NONE
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#endif
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// Okay, here lies the much-dreaded Pat-created FSM movement chart... Heretic II strikes again!
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// Why am I inflicting this on you? Well, it's better than hardcoded states.
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// Ideally this will be replaced with an external file or more sophisticated move-picker
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// once the game gets out of prototype stage.
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typedef enum {
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// Invalid, or saber not armed
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LS_NONE = 0,
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// General movements with saber
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LS_READY,
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LS_DRAW,
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LS_PUTAWAY,
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// Attacks
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LS_A_TL2BR,//4
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LS_A_L2R,
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LS_A_BL2TR,
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LS_A_BR2TL,
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LS_A_R2L,
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LS_A_TR2BL,
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LS_A_T2B,
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LS_A_BACKSTAB,
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LS_A_BACK,
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LS_A_BACK_CR,
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LS_A_LUNGE,
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LS_A_JUMP_T__B_,
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LS_A_FLIP_STAB,
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LS_A_FLIP_SLASH,
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//starts
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LS_S_TL2BR,//26
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LS_S_L2R,
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LS_S_BL2TR,//# Start of attack chaining to SLASH LR2UL
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LS_S_BR2TL,//# Start of attack chaining to SLASH LR2UL
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LS_S_R2L,
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LS_S_TR2BL,
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LS_S_T2B,
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//returns
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LS_R_TL2BR,//33
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LS_R_L2R,
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LS_R_BL2TR,
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LS_R_BR2TL,
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LS_R_R2L,
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LS_R_TR2BL,
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LS_R_T2B,
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//transitions
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LS_T1_BR__R,//40
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LS_T1_BR_TR,
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LS_T1_BR_T_,
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LS_T1_BR_TL,
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LS_T1_BR__L,
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LS_T1_BR_BL,
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LS_T1__R_BR,//46
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LS_T1__R_TR,
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LS_T1__R_T_,
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LS_T1__R_TL,
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LS_T1__R__L,
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LS_T1__R_BL,
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LS_T1_TR_BR,//52
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LS_T1_TR__R,
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LS_T1_TR_T_,
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LS_T1_TR_TL,
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LS_T1_TR__L,
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LS_T1_TR_BL,
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LS_T1_T__BR,//58
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LS_T1_T___R,
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LS_T1_T__TR,
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LS_T1_T__TL,
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LS_T1_T___L,
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LS_T1_T__BL,
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LS_T1_TL_BR,//64
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LS_T1_TL__R,
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LS_T1_TL_TR,
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LS_T1_TL_T_,
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LS_T1_TL__L,
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LS_T1_TL_BL,
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LS_T1__L_BR,//70
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LS_T1__L__R,
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LS_T1__L_TR,
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LS_T1__L_T_,
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LS_T1__L_TL,
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LS_T1__L_BL,
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LS_T1_BL_BR,//76
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LS_T1_BL__R,
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LS_T1_BL_TR,
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LS_T1_BL_T_,
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LS_T1_BL_TL,
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LS_T1_BL__L,
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//Bounces
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LS_B1_BR,
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LS_B1__R,
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LS_B1_TR,
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LS_B1_T_,
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LS_B1_TL,
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LS_B1__L,
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LS_B1_BL,
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//Deflected attacks
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LS_D1_BR,
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LS_D1__R,
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LS_D1_TR,
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LS_D1_T_,
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LS_D1_TL,
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LS_D1__L,
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LS_D1_BL,
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LS_D1_B_,
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//Reflected attacks
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LS_V1_BR,
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LS_V1__R,
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LS_V1_TR,
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LS_V1_T_,
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LS_V1_TL,
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LS_V1__L,
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LS_V1_BL,
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LS_V1_B_,
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// Broken parries
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LS_H1_T_,//
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LS_H1_TR,
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LS_H1_TL,
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LS_H1_BR,
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LS_H1_B_,
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LS_H1_BL,
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// Knockaways
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LS_K1_T_,//
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LS_K1_TR,
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LS_K1_TL,
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LS_K1_BR,
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LS_K1_BL,
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// Parries
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LS_PARRY_UP,//
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LS_PARRY_UR,
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LS_PARRY_UL,
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LS_PARRY_LR,
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LS_PARRY_LL,
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// Projectile Reflections
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LS_REFLECT_UP,//
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LS_REFLECT_UR,
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LS_REFLECT_UL,
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LS_REFLECT_LR,
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LS_REFLECT_LL,
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LS_MOVE_MAX//
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} saberMoveName_t;
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typedef enum {
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Q_BR,
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Q_R,
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Q_TR,
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Q_T,
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Q_TL,
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Q_L,
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Q_BL,
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Q_B,
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Q_NUM_QUADS
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} saberQuadrant_t;
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typedef struct
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{
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char *name;
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int animToUse;
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int startQuad;
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int endQuad;
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unsigned animSetFlags;
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int blendTime;
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int blocking;
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saberMoveName_t chain_idle; // What move to call if the attack button is not pressed at the end of this anim
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saberMoveName_t chain_attack; // What move to call if the attack button (and nothing else) is pressed
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int trailLength;
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} saberMoveData_t;
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extern saberMoveData_t saberMoveData[LS_MOVE_MAX];
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#endif // __WP_SABER_H
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