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From /dev/humancontroller.
738 lines
19 KiB
C
738 lines
19 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// bg_public.h -- definitions shared by both the server game and client game modules
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// because games can change separately from the main system version, we need a
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// second version that must match between game and cgame
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#define GAME_VERSION BASEGAME "-1"
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#define DEFAULT_GRAVITY 800
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#define GIB_HEALTH -40
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#define ARMOR_PROTECTION 0.66
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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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#define LIGHTNING_RANGE 768
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#define SCORE_NOT_PRESENT -9999 // for the CS_SCORES[12] when only one player is present
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#define VOTE_TIME 30000 // 30 seconds before vote times out
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#define MINS_Z -24
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#define DEFAULT_VIEWHEIGHT 26
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#define CROUCH_VIEWHEIGHT 12
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#define DEAD_VIEWHEIGHT -16
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//
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// config strings are a general means of communicating variable length strings
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// from the server to all connected clients.
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//
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// CS_SERVERINFO and CS_SYSTEMINFO are defined in q_shared.h
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#define CS_MUSIC 2
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#define CS_MESSAGE 3 // from the map worldspawn's message field
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#define CS_MOTD 4 // g_motd string for server message of the day
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#define CS_WARMUP 5 // server time when the match will be restarted
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#define CS_SCORES1 6
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#define CS_SCORES2 7
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#define CS_VOTE_TIME 8
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#define CS_VOTE_STRING 9
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#define CS_VOTE_YES 10
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#define CS_VOTE_NO 11
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#define CS_TEAMVOTE_TIME 12
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#define CS_TEAMVOTE_STRING 14
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#define CS_TEAMVOTE_YES 16
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#define CS_TEAMVOTE_NO 18
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#define CS_GAME_VERSION 20
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#define CS_LEVEL_START_TIME 21 // so the timer only shows the current level
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#define CS_INTERMISSION 22 // when 1, fraglimit/timelimit has been hit and intermission will start in a second or two
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#define CS_FLAGSTATUS 23 // string indicating flag status in CTF
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#define CS_SHADERSTATE 24
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#define CS_BOTINFO 25
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#define CS_ITEMS 27 // string of 0's and 1's that tell which items are present
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#define CS_MODELS 32
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#define CS_SOUNDS (CS_MODELS+MAX_MODELS)
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#define CS_PLAYERS (CS_SOUNDS+MAX_SOUNDS)
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#define CS_LOCATIONS (CS_PLAYERS+MAX_CLIENTS)
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#define CS_PARTICLES (CS_LOCATIONS+MAX_LOCATIONS)
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#define CS_MAX (CS_PARTICLES+MAX_LOCATIONS)
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#if (CS_MAX) > MAX_CONFIGSTRINGS
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#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS
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#endif
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typedef enum {
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GT_FFA, // free for all
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GT_TOURNAMENT, // one on one tournament
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GT_SINGLE_PLAYER, // single player ffa
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//-- team games go after this --
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GT_TEAM, // team deathmatch
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GT_CTF, // capture the flag
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GT_1FCTF,
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GT_OBELISK,
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GT_HARVESTER,
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GT_MAX_GAME_TYPE
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} gametype_t;
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typedef enum { GENDER_MALE, GENDER_FEMALE, GENDER_NEUTER } gender_t;
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/*
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===================================================================================
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PMOVE MODULE
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The pmove code takes a player_state_t and a usercmd_t and generates a new player_state_t
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and some other output data. Used for local prediction on the client game and true
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movement on the server game.
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===================================================================================
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*/
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typedef enum {
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PM_NORMAL, // can accelerate and turn
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PM_NOCLIP, // noclip movement
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PM_SPECTATOR, // still run into walls
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PM_DEAD, // no acceleration or turning, but free falling
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PM_FREEZE, // stuck in place with no control
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PM_INTERMISSION, // no movement or status bar
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PM_SPINTERMISSION // no movement or status bar
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} pmtype_t;
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typedef enum {
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WEAPON_READY,
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WEAPON_RAISING,
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WEAPON_DROPPING,
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WEAPON_FIRING
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} weaponstate_t;
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// pmove->pm_flags
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#define PMF_DUCKED 1
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#define PMF_JUMP_HELD 2
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#define PMF_BACKWARDS_JUMP 8 // go into backwards land
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#define PMF_BACKWARDS_RUN 16 // coast down to backwards run
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#define PMF_TIME_LAND 32 // pm_time is time before rejump
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#define PMF_TIME_KNOCKBACK 64 // pm_time is an air-accelerate only time
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#define PMF_TIME_WATERJUMP 256 // pm_time is waterjump
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#define PMF_RESPAWNED 512 // clear after attack and jump buttons come up
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#define PMF_USE_ITEM_HELD 1024
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#define PMF_GRAPPLE_PULL 2048 // pull towards grapple location
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#define PMF_FOLLOW 4096 // spectate following another player
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#define PMF_SCOREBOARD 8192 // spectate as a scoreboard
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#define PMF_INVULEXPAND 16384 // invulnerability sphere set to full size
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#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK)
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#define MAXTOUCH 32
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typedef struct {
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// state (in / out)
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playerState_t *ps;
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// command (in)
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usercmd_t cmd;
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int tracemask; // collide against these types of surfaces
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int debugLevel; // if set, diagnostic output will be printed
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qboolean noFootsteps; // if the game is setup for no footsteps by the server
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qboolean gauntletHit; // true if a gauntlet attack would actually hit something
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int framecount;
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// results (out)
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int numtouch;
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int touchents[MAXTOUCH];
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vec3_t mins, maxs; // bounding box size
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int watertype;
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int waterlevel;
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float xyspeed;
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// for fixed msec Pmove
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int pmove_fixed;
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int pmove_msec;
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// callbacks to test the world
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// these will be different functions during game and cgame
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void (*trace)( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask );
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int (*pointcontents)( const vec3_t point, int passEntityNum );
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} pmove_t;
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// if a full pmove isn't done on the client, you can just update the angles
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void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd );
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void Pmove (pmove_t *pmove);
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//===================================================================================
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// player_state->stats[] indexes
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// NOTE: may not have more than 16
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typedef enum {
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STAT_HEALTH,
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STAT_HOLDABLE_ITEM,
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#ifdef MISSIONPACK
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STAT_PERSISTANT_POWERUP,
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#endif
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STAT_WEAPONS, // 16 bit fields
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STAT_ARMOR,
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STAT_DEAD_YAW, // look this direction when dead (FIXME: get rid of?)
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STAT_CLIENTS_READY, // bit mask of clients wishing to exit the intermission (FIXME: configstring?)
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STAT_MAX_HEALTH // health / armor limit, changable by handicap
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} statIndex_t;
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// player_state->persistant[] indexes
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// these fields are the only part of player_state that isn't
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// cleared on respawn
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// NOTE: may not have more than 16
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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_RANK, // player rank or team rank
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PERS_TEAM, // player team
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PERS_SPAWN_COUNT, // incremented every respawn
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PERS_PLAYEREVENTS, // 16 bits that can be flipped for events
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PERS_ATTACKER, // clientnum of last damage inflicter
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PERS_ATTACKEE_ARMOR, // health/armor of last person we attacked
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PERS_KILLED, // count of the number of times you died
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// player awards tracking
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PERS_IMPRESSIVE_COUNT, // two railgun hits in a row
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PERS_EXCELLENT_COUNT, // two successive kills in a short amount of time
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PERS_DEFEND_COUNT, // defend awards
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PERS_ASSIST_COUNT, // assist awards
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PERS_GAUNTLET_FRAG_COUNT, // kills with the guantlet
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PERS_CAPTURES // captures
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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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#ifdef MISSIONPACK
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#define EF_TICKING 0x00000002 // used to make players play the prox mine ticking sound
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#endif
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#define EF_TELEPORT_BIT 0x00000004 // toggled every time the origin abruptly changes
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#define EF_AWARD_EXCELLENT 0x00000008 // draw an excellent sprite
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#define EF_PLAYER_EVENT 0x00000010
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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_AWARD_GAUNTLET 0x00000040 // draw a gauntlet sprite
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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_KAMIKAZE 0x00000200
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#define EF_MOVER_STOP 0x00000400 // will push otherwise
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#define EF_AWARD_CAP 0x00000800 // draw the capture sprite
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#define EF_TALK 0x00001000 // draw a talk balloon
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#define EF_CONNECTION 0x00002000 // draw a connection trouble sprite
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#define EF_VOTED 0x00004000 // already cast a vote
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#define EF_AWARD_IMPRESSIVE 0x00008000 // draw an impressive sprite
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#define EF_AWARD_DEFEND 0x00010000 // draw a defend sprite
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#define EF_AWARD_ASSIST 0x00020000 // draw a assist sprite
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#define EF_AWARD_DENIED 0x00040000 // denied
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#define EF_TEAMVOTED 0x00080000 // already cast a team vote
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// NOTE: may not have more than 16
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typedef enum {
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PW_NONE,
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PW_QUAD,
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PW_BATTLESUIT,
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PW_HASTE,
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PW_INVIS,
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PW_REGEN,
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PW_FLIGHT,
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PW_REDFLAG,
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PW_BLUEFLAG,
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PW_NEUTRALFLAG,
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PW_SCOUT,
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PW_GUARD,
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PW_DOUBLER,
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PW_AMMOREGEN,
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PW_INVULNERABILITY,
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PW_NUM_POWERUPS
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} powerup_t;
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typedef enum {
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HI_NONE,
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HI_TELEPORTER,
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HI_MEDKIT,
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HI_KAMIKAZE,
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HI_PORTAL,
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HI_INVULNERABILITY,
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HI_NUM_HOLDABLE
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} holdable_t;
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typedef enum {
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WP_NONE,
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WP_GAUNTLET,
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WP_MACHINEGUN,
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WP_SHOTGUN,
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WP_GRENADE_LAUNCHER,
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WP_ROCKET_LAUNCHER,
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WP_LIGHTNING,
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WP_RAILGUN,
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WP_PLASMAGUN,
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WP_BFG,
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WP_GRAPPLING_HOOK,
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#ifdef MISSIONPACK
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WP_NAILGUN,
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WP_PROX_LAUNCHER,
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WP_CHAINGUN,
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#endif
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WP_NUM_WEAPONS
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} weapon_t;
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// reward sounds (stored in ps->persistant[PERS_PLAYEREVENTS])
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#define PLAYEREVENT_DENIEDREWARD 0x0001
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#define PLAYEREVENT_GAUNTLETREWARD 0x0002
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#define PLAYEREVENT_HOLYSHIT 0x0004
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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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#define EVENT_VALID_MSEC 300
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typedef enum {
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EV_NONE,
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EV_FOOTSTEP,
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EV_FOOTSTEP_METAL,
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EV_FOOTSPLASH,
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EV_FOOTWADE,
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EV_SWIM,
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EV_STEP_4,
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EV_STEP_8,
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EV_STEP_12,
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EV_STEP_16,
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EV_FALL_SHORT,
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EV_FALL_MEDIUM,
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EV_FALL_FAR,
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EV_JUMP_PAD, // boing sound at origin, jump sound on player
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EV_JUMP,
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EV_WATER_TOUCH, // foot touches
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EV_WATER_LEAVE, // foot leaves
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EV_WATER_UNDER, // head touches
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EV_WATER_CLEAR, // head leaves
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EV_ITEM_PICKUP, // normal item pickups are predictable
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EV_GLOBAL_ITEM_PICKUP, // powerup / team sounds are broadcast to everyone
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EV_NOAMMO,
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EV_CHANGE_WEAPON,
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EV_FIRE_WEAPON,
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EV_USE_ITEM0,
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EV_USE_ITEM1,
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EV_USE_ITEM2,
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EV_USE_ITEM3,
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EV_USE_ITEM4,
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EV_USE_ITEM5,
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EV_USE_ITEM6,
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EV_USE_ITEM7,
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EV_USE_ITEM8,
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EV_USE_ITEM9,
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EV_USE_ITEM10,
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EV_USE_ITEM11,
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EV_USE_ITEM12,
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EV_USE_ITEM13,
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EV_USE_ITEM14,
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EV_USE_ITEM15,
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EV_ITEM_RESPAWN,
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EV_ITEM_POP,
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EV_PLAYER_TELEPORT_IN,
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EV_PLAYER_TELEPORT_OUT,
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EV_GRENADE_BOUNCE, // eventParm will be the soundindex
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EV_GENERAL_SOUND,
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EV_GLOBAL_SOUND, // no attenuation
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EV_GLOBAL_TEAM_SOUND,
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EV_BULLET_HIT_FLESH,
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EV_BULLET_HIT_WALL,
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EV_MISSILE_HIT,
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EV_MISSILE_MISS,
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EV_MISSILE_MISS_METAL,
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EV_RAILTRAIL,
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EV_SHOTGUN,
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EV_BULLET, // otherEntity is the shooter
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EV_PAIN,
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EV_DEATH1,
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EV_DEATH2,
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EV_DEATH3,
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EV_OBITUARY,
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EV_POWERUP_QUAD,
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EV_POWERUP_BATTLESUIT,
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EV_POWERUP_REGEN,
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EV_GIB_PLAYER, // gib a previously living player
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EV_SCOREPLUM, // score plum
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//#ifdef MISSIONPACK
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EV_PROXIMITY_MINE_STICK,
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EV_PROXIMITY_MINE_TRIGGER,
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EV_KAMIKAZE, // kamikaze explodes
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EV_OBELISKEXPLODE, // obelisk explodes
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EV_OBELISKPAIN, // obelisk is in pain
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EV_INVUL_IMPACT, // invulnerability sphere impact
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EV_JUICED, // invulnerability juiced effect
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EV_LIGHTNINGBOLT, // lightning bolt bounced of invulnerability sphere
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//#endif
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EV_DEBUG_LINE,
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EV_STOPLOOPINGSOUND,
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EV_TAUNT,
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EV_TAUNT_YES,
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EV_TAUNT_NO,
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EV_TAUNT_FOLLOWME,
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EV_TAUNT_GETFLAG,
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EV_TAUNT_GUARDBASE,
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EV_TAUNT_PATROL
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} entity_event_t;
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typedef enum {
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GTS_RED_CAPTURE,
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GTS_BLUE_CAPTURE,
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GTS_RED_RETURN,
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GTS_BLUE_RETURN,
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GTS_RED_TAKEN,
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GTS_BLUE_TAKEN,
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GTS_REDOBELISK_ATTACKED,
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GTS_BLUEOBELISK_ATTACKED,
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GTS_REDTEAM_SCORED,
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GTS_BLUETEAM_SCORED,
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GTS_REDTEAM_TOOK_LEAD,
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GTS_BLUETEAM_TOOK_LEAD,
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GTS_TEAMS_ARE_TIED,
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GTS_KAMIKAZE
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} global_team_sound_t;
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// animations
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typedef enum {
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BOTH_DEATH1,
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BOTH_DEAD1,
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BOTH_DEATH2,
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BOTH_DEAD2,
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BOTH_DEATH3,
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BOTH_DEAD3,
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TORSO_GESTURE,
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TORSO_ATTACK,
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TORSO_ATTACK2,
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TORSO_DROP,
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TORSO_RAISE,
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TORSO_STAND,
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TORSO_STAND2,
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LEGS_WALKCR,
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LEGS_WALK,
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LEGS_RUN,
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LEGS_BACK,
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LEGS_SWIM,
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LEGS_JUMP,
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LEGS_LAND,
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LEGS_JUMPB,
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LEGS_LANDB,
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LEGS_IDLE,
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LEGS_IDLECR,
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LEGS_TURN,
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TORSO_GETFLAG,
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TORSO_GUARDBASE,
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|
TORSO_PATROL,
|
|
TORSO_FOLLOWME,
|
|
TORSO_AFFIRMATIVE,
|
|
TORSO_NEGATIVE,
|
|
|
|
MAX_ANIMATIONS,
|
|
|
|
LEGS_BACKCR,
|
|
LEGS_BACKWALK,
|
|
FLAG_RUN,
|
|
FLAG_STAND,
|
|
FLAG_STAND2RUN,
|
|
|
|
MAX_TOTALANIMATIONS
|
|
} animNumber_t;
|
|
|
|
|
|
typedef struct animation_s {
|
|
int firstFrame;
|
|
int numFrames;
|
|
int loopFrames; // 0 to numFrames
|
|
int frameLerp; // msec between frames
|
|
int initialLerp; // msec to get to first frame
|
|
int reversed; // true if animation is reversed
|
|
int flipflop; // true if animation should flipflop back to base
|
|
} animation_t;
|
|
|
|
|
|
// flip the togglebit every time an animation
|
|
// changes so a restart of the same anim can be detected
|
|
#define ANIM_TOGGLEBIT 128
|
|
|
|
|
|
typedef enum {
|
|
TEAM_FREE,
|
|
TEAM_RED,
|
|
TEAM_BLUE,
|
|
TEAM_SPECTATOR,
|
|
|
|
TEAM_NUM_TEAMS
|
|
} team_t;
|
|
|
|
// Time between location updates
|
|
#define TEAM_LOCATION_UPDATE_TIME 1000
|
|
|
|
// How many players on the overlay
|
|
#define TEAM_MAXOVERLAY 32
|
|
|
|
//team task
|
|
typedef enum {
|
|
TEAMTASK_NONE,
|
|
TEAMTASK_OFFENSE,
|
|
TEAMTASK_DEFENSE,
|
|
TEAMTASK_PATROL,
|
|
TEAMTASK_FOLLOW,
|
|
TEAMTASK_RETRIEVE,
|
|
TEAMTASK_ESCORT,
|
|
TEAMTASK_CAMP
|
|
} teamtask_t;
|
|
|
|
// means of death
|
|
typedef enum {
|
|
MOD_UNKNOWN,
|
|
MOD_SHOTGUN,
|
|
MOD_GAUNTLET,
|
|
MOD_MACHINEGUN,
|
|
MOD_GRENADE,
|
|
MOD_GRENADE_SPLASH,
|
|
MOD_ROCKET,
|
|
MOD_ROCKET_SPLASH,
|
|
MOD_PLASMA,
|
|
MOD_PLASMA_SPLASH,
|
|
MOD_RAILGUN,
|
|
MOD_LIGHTNING,
|
|
MOD_BFG,
|
|
MOD_BFG_SPLASH,
|
|
MOD_WATER,
|
|
MOD_SLIME,
|
|
MOD_LAVA,
|
|
MOD_CRUSH,
|
|
MOD_TELEFRAG,
|
|
MOD_FALLING,
|
|
MOD_SUICIDE,
|
|
MOD_TARGET_LASER,
|
|
MOD_TRIGGER_HURT,
|
|
#ifdef MISSIONPACK
|
|
MOD_NAIL,
|
|
MOD_CHAINGUN,
|
|
MOD_PROXIMITY_MINE,
|
|
MOD_KAMIKAZE,
|
|
MOD_JUICED,
|
|
#endif
|
|
MOD_GRAPPLE
|
|
} meansOfDeath_t;
|
|
|
|
|
|
//---------------------------------------------------------
|
|
|
|
// gitem_t->type
|
|
typedef enum {
|
|
IT_BAD,
|
|
IT_WEAPON, // EFX: rotate + upscale + minlight
|
|
IT_AMMO, // EFX: rotate
|
|
IT_ARMOR, // EFX: rotate + minlight
|
|
IT_HEALTH, // EFX: static external sphere + rotating internal
|
|
IT_POWERUP, // instant on, timer based
|
|
// EFX: rotate + external ring that rotates
|
|
IT_HOLDABLE, // single use, holdable item
|
|
// EFX: rotate + bob
|
|
IT_PERSISTANT_POWERUP,
|
|
IT_TEAM
|
|
} itemType_t;
|
|
|
|
#define MAX_ITEM_MODELS 4
|
|
|
|
typedef struct gitem_s {
|
|
char *classname; // spawning name
|
|
char *pickup_sound;
|
|
char *world_model[MAX_ITEM_MODELS];
|
|
|
|
char *icon;
|
|
char *pickup_name; // for printing on pickup
|
|
|
|
int quantity; // for ammo how much, or duration of powerup
|
|
itemType_t giType; // IT_* flags
|
|
|
|
int giTag;
|
|
|
|
char *precaches; // string of all models and images this item will use
|
|
char *sounds; // string of all sounds this item will use
|
|
} gitem_t;
|
|
|
|
// included in both the game dll and the client
|
|
extern gitem_t bg_itemlist[];
|
|
extern int bg_numItems;
|
|
|
|
gitem_t *BG_FindItem( const char *pickupName );
|
|
gitem_t *BG_FindItemForWeapon( weapon_t weapon );
|
|
gitem_t *BG_FindItemForPowerup( powerup_t pw );
|
|
gitem_t *BG_FindItemForHoldable( holdable_t pw );
|
|
#define ITEM_INDEX(x) ((x)-bg_itemlist)
|
|
|
|
qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps );
|
|
|
|
|
|
// g_dmflags->integer flags
|
|
#define DF_NO_FALLING 8
|
|
#define DF_FIXED_FOV 16
|
|
#define DF_NO_FOOTSTEPS 32
|
|
|
|
// content masks
|
|
#define MASK_ALL (-1)
|
|
#define MASK_SOLID (CONTENTS_SOLID)
|
|
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY)
|
|
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP)
|
|
#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
|
|
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
|
|
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE)
|
|
|
|
|
|
//
|
|
// entityState_t->eType
|
|
//
|
|
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_GRAPPLE, // grapple hooked on wall
|
|
ET_TEAM,
|
|
|
|
ET_EVENTS // any of the EV_* events can be added freestanding
|
|
// by setting eType to ET_EVENTS + eventNum
|
|
// this avoids having to set eFlags and eventNum
|
|
} entityType_t;
|
|
|
|
|
|
|
|
void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result );
|
|
void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result );
|
|
|
|
void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );
|
|
|
|
void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad );
|
|
|
|
void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
|
|
void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap );
|
|
|
|
qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
|
|
|
|
|
|
#define ARENAS_PER_TIER 4
|
|
#define MAX_ARENAS 1024
|
|
#define MAX_ARENAS_TEXT 8192
|
|
|
|
#define MAX_BOTS 1024
|
|
#define MAX_BOTS_TEXT 8192
|
|
|
|
|
|
// Kamikaze
|
|
|
|
// 1st shockwave times
|
|
#define KAMI_SHOCKWAVE_STARTTIME 0
|
|
#define KAMI_SHOCKWAVEFADE_STARTTIME 1500
|
|
#define KAMI_SHOCKWAVE_ENDTIME 2000
|
|
// explosion/implosion times
|
|
#define KAMI_EXPLODE_STARTTIME 250
|
|
#define KAMI_IMPLODE_STARTTIME 2000
|
|
#define KAMI_IMPLODE_ENDTIME 2250
|
|
// 2nd shockwave times
|
|
#define KAMI_SHOCKWAVE2_STARTTIME 2000
|
|
#define KAMI_SHOCKWAVE2FADE_STARTTIME 2500
|
|
#define KAMI_SHOCKWAVE2_ENDTIME 3000
|
|
// radius of the models without scaling
|
|
#define KAMI_SHOCKWAVEMODEL_RADIUS 88
|
|
#define KAMI_BOOMSPHEREMODEL_RADIUS 72
|
|
// maximum radius of the models during the effect
|
|
#define KAMI_SHOCKWAVE_MAXRADIUS 1320
|
|
#define KAMI_BOOMSPHERE_MAXRADIUS 720
|
|
#define KAMI_SHOCKWAVE2_MAXRADIUS 704
|
|
|