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// Copyright (C) 1999-2000 Id Software, Inc.
//
// bg_public.h -- definitions shared by both the server game and client game modules
// are we compiling for rpgxEF?
# define XTRA 1
// meh somehow preprocessor G_LUA won't work for me
# define G_LUA 1
# define CG_LUA 1
// because games can change separately from the main system version, we need a
// second version that must match between game and cgame
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# define RPGX_VERSION "RPG-X v2.2 wc21012012"
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# define RPGX_COMPILEDATE "20 / 05 / 11"
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# define RPGX_COMPILEDBY "GSIO01"
//const char GAME_VERSION[] = strcat("RPG-X v",RPGX_VERSION);
//ehem why not:
# define GAME_VERSION "RPG-X v" RPGX_VERSION
# define INJURED_MODE_HEALTH 20 //!<For the injured mode health system.
# define DEFAULT_GRAVITY 800
# define GIB_HEALTH -40 //RPG-X: RedTechie - If rpg_medicsrevive is off use this
# define GIB_HEALTH_IMPOSSIBLE -100000 //RPG-X: RedTechie - If rpg_medicsrevive is on use this
# define ARMOR_PROTECTION 1.0 //0.66
# define PIERCED_ARMOR_PROTECTION 0.50 //!< trek: shields only stop 50% of armor-piercing dmg
// #define SUPER_PIERCED_ARMOR_PROTECTION 0.25 // trek: shields only stop 25% of super-armor-piercing dmg
# define MAX_ITEMS 256
# define RANK_TIED_FLAG 0x4000
# define ITEM_RADIUS 15 //!< item sizes are needed for client side pickup detection
# define LIGHTNING_RANGE 768
# define SCORE_NOT_PRESENT -9999 //!< for the CS_SCORES[12] when only one player is present
# define VOTE_TIME 30000
# define MINS_Z -24
# define DEFAULT_VIEWHEIGHT 34 // TIM - 26//32
# define CROUCH_VIEWHEIGHT 12
# define DEAD_VIEWHEIGHT -16
//TiM : New Rank Definitions
# define MAX_RANKS 128 //32 - see how this goes
# define NUM_CVAR_STORES 16 //If we ever change the number of CVARS, we can change it here easily
//scannable entities
# define MAX_SCANNABLES 256
# define MAX_ENTSCANNABLES 256
/** \struct rankNames_t
* Struct that hold rank names .
*/
typedef struct {
char consoleName [ MAX_QPATH ] ; //!< short name for console
char formalName [ MAX_QPATH ] ; //!< long name
} rankNames_t ;
# define RANKSET_DEFAULT "rpgx_default" //!< name of the default rankset
//TiM : Class script info
# define MAX_CLASSES 32 //!< the maximum ammount of classes
# define CLASS_DEFAULT "rpgx_default" //!< the default classset
//RPG-X: Marcin: I'm lazy sorry
# define WARNING(x) \
do { \
G_LogPrintf x ; \
trap_SendServerCommand ( - 1 , va ( " print \" %s \" " , va x ) ) ; \
} while ( 0 )
//RPG-X: Marcin: DEBUG STUFF - 06/12/2008
# ifdef MY_DEBUG
# define DPRINTF(x) WARNING x
# else
# define DPRINTF(x) // nothing
# endif
//TiM | Hack coz VC 6 can't understand Thilo's defnitions :S
//typedef int intptr_t;
//RPG-X (J2J) Rank Mask Values (score value is now used as the rank value)
/*#define crewman 1
# define cadet1 2
# define cadet2 4
# define cadet3 8
# define cadet4 16
# define ensign 32
# define ltjg 64
# define lt 128
# define ltcmdr 256
# define cmdr 512
# define cpt 1024
# define cmmdr 2048
# define adm2 4096
# define adm3 8192
# define adm4 16384
# define adm5 32768* /
//TiM - Used globally for hitbox definition
# define DEFAULT_MINS_0 -12
# define DEFAULT_MINS_1 -12
# define DEFAULT_MINS_2 -24
# define DEFAULT_MAXS_0 12
# define DEFAULT_MAXS_1 12
# define DEFAULT_MAXS_2 32
# define DEFAULT_CHAR "munro"
# define DEFAULT_MODEL "main"
# define DEFAULT_SKIN "default"
# define DEFAULT_PLAYER "munro / main / default"
//TiM - Turbolift Decks
# define MAX_DECKS 16
/** \struct widescreen_t
* variables used for widescreen drawing , used in both UI and CG
*
* \ author Ubergames - TiM
*/
typedef struct
{
float ratio ; //!<multiplied against x/w to decrease w/h ratio to 1:1
int state ; //!<specific rendering state (so we can disable the effect for certain elements)
int bias ; //!<shifts every element as if the entire screen was being shifted (for centering purposes)
} widescreen_t ;
/** \enum widescreen_e
* flags dictating what to do to an element that ' s being distorted by fullscreen mode
*
* \ author Ubergames - TiM
*/
typedef enum
{
WIDESCREEN_NONE = 0 , //!<draw as normal
WIDESCREEN_LEFT , //!<Keeps it aligned to the left side of the screen
WIDESCREEN_RIGHT , //!<offsets it so it fits a 4:3 perspective in the middle of the screen
WIDESCREEN_CENTER //!<offsets it, so it's within a 4:3 perspective on the right side of the screen
} widescreen_e ;
//
// config strings are a general means of communicating variable length strings
// from the server to all connected clients.
//
// CS_SERVERINFO and CS_SYSTEMINFO are defined in q_shared.h
# define CS_MUSIC 2
# define CS_MESSAGE 3 //!< from the map worldspawn's message field
# define CS_MOTD 4 //!< g_motd string for server message of the day
# define CS_WARMUP 5 //!< server time when the match will be restarted
# define CS_SCORES1 6
# define CS_SCORES2 7
# define CS_VOTE_TIME 8
# define CS_VOTE_STRING 9
# define CS_VOTE_YES 10
# define CS_VOTE_NO 11
# define CS_GAME_VERSION 12
# define CS_LEVEL_START_TIME 13 //!< so the timer only shows the current level
# define CS_INTERMISSION 14 //!< when 1, fraglimit/timelimit has been hit and intermission will start in a second or two
# define CS_FLAGSTATUS 15 //!< string indicating flag status in CTF
# define CS_RED_GROUP 16 //!< used to send down what the group the red team is
# define CS_BLUE_GROUP 17 //!< used to send down what the group the blue team is
# ifdef XTRA
# define CS_SHADERSTATE 18
# endif
# define CS_ITEMS 27 //!< string of 0's and 1's that tell which items are present
//TiM: Ooooh! a gap between 27 + 32! Exploitationism!
# define CS_CAMERA_SHAKE 28 //!<holds the intensity + duration for camera shakes.
//I'm using a CS string, so if a client joins mid-shake, they'll start shaking too
# define CS_CON_FAIL 29 //!<If a connection fails - Display this message
# define CS_CLASS_DATA 30 //!<Class data passed to the client from the server (to allow players not requiring class data locally)
# define CS_TURBOLIFT_DATA 31
# define CS_MODELS 32
# define CS_SOUNDS (CS_MODELS+MAX_MODELS)
# define CS_PLAYERS (CS_SOUNDS+MAX_SOUNDS)
# define CS_LOCATIONS (CS_PLAYERS+MAX_CLIENTS)
//TiM: RPG-X Tricorder scan-able func_usables
# define CS_TRIC_STRINGS (CS_LOCATIONS+MAX_LOCATIONS)
//TiM: RPG-X Data for decoy spawnage
# define CS_DECOYS (CS_TRIC_STRINGS+MAX_TRIC_STRINGS)
# define CS_MAX (CS_DECOYS+MAX_DECOYS)
//#define CS_MAX (CS_LOCATIONS+MAX_LOCATIONS) //TiM : Old
//TiM: Current String count is 896. 128 left O_o
//GSIO: Current String count is 897 for rpgxEF. 3199 left for rpgxEF O_o :D
# if (CS_MAX) > MAX_CONFIGSTRINGS
# error overflow: (CS_MAX) > MAX_CONFIGSTRINGS
# endif
typedef enum {
GT_FFA , //!< free for all
GT_TOURNAMENT , //!< one on one tournament
GT_SINGLE_PLAYER , //!< single player tournament
//-- team games go after this --
GT_TEAM , //!< team deathmatch
GT_CTF , //!< capture the flag
GT_MAX_GAME_TYPE
} gametype_t ;
typedef enum { GENDER_MALE , GENDER_FEMALE , GENDER_NEUTER } gender_t ;
//TiM - Global variables for the player weight/height system
# define BASE_HEIGHT 185.0
# define BASE_WEIGHT 90.0
# define FEMALE_OFFSET 0.73
# define MAX_HEIGHT 1.15
# define MIN_HEIGHT 0.9
# define MAX_WEIGHT 1.1
# define MIN_WEIGHT 0.9
# define HEIGHT_UNIT "cm"
# define WEIGHT_UNIT "kg"
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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 .
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
//RPG-X - Player Model System. Anim on or off states
/*typedef enum {
ANIM_ONLADDER ,
ANIM_OFFLADDER ,
ANIM_DIDFLY
} animtype_t ; */
/** \enum pmtype_t
*
*/
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
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PM_INTERMISSION , //!< no movement or status bar
PM_CCAM //!< cinematic cam mode
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} pmtype_t ;
/** \enum weaponstate_t
*
*/
typedef enum {
WEAPON_READY ,
WEAPON_RAISING ,
WEAPON_DROPPING ,
WEAPON_FIRING
} weaponstate_t ;
// pmove->pm_flags
# define PMF_DUCKED 1 //1 //2
# define PMF_JUMP_HELD 2 //2 //4
# define PMF_BACKWARDS_JUMP 8 //!< go into backwards land
# define PMF_BACKWARDS_RUN 16 //!< coast down to backwards run
# define PMF_TIME_LAND 32 //!< pm_time is time before rejump
# define PMF_TIME_KNOCKBACK 64 //!< pm_time is an air-accelerate only time
# define PMF_TIME_WATERJUMP 256 //!< pm_time is waterjump
# define PMF_RESPAWNED 512 //!< clear after attack and jump buttons come up
# define PMF_USE_ITEM_HELD 1024
//#define PMF_GRAPPLE_PULL 2048 //!< pull towards grapple location
# define PMF_FOLLOW 4096 //!< spectate following another player
# define PMF_SCOREBOARD 8192 //!< spectate as a scoreboard
# define ANIM_ONLADDER 16384
# define ANIM_DIDFLY 32768
# define ANIM_ALERT 128 //TiM: How was this missed!?
# define ANIM_ALERT2 2048 //TiM: This makes it full I think
//#define ANIM_LOWER_LOOPING 2048
# define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK)
# define MAXTOUCH 32
/**
* \ struct pmove_t
*/
typedef struct {
// state (in / out)
playerState_t * ps ;
// command (in)
usercmd_t cmd ;
int tracemask ; //!< collide against these types of surfaces
int debugLevel ; //!< if set, diagnostic output will be printed
qboolean noFootsteps ; //!< if the game is setup for no footsteps by the server
qboolean pModDisintegration ; //!< true if the Disintegration playerMod is on
// results (out)
int numtouch ;
int touchents [ MAXTOUCH ] ;
int useEvent ;
vec3_t mins , maxs ; //!< bounding box size
int watertype ;
int waterlevel ;
float xyspeed ;
float xyzspeed ; //TiM : in case body is falling as well
qboolean admin ;
qboolean medic ;
qboolean borg ;
//RPG-X - J2J - Adding a last fire timer for weapon animations
///int LastFireTime;
// callbacks to test the world
// these will be different functions during game and cgame
void ( * trace ) ( trace_t * results , const vec3_t start , const vec3_t mins , const vec3_t maxs , const vec3_t end , int passEntityNum , int contentMask ) ;
int ( * pointcontents ) ( const vec3_t point , int passEntityNum ) ;
} pmove_t ;
// if a full pmove isn't done on the client, you can just update the angles
void PM_UpdateViewAngles ( playerState_t * ps , const usercmd_t * cmd ) ;
void Pmove ( pmove_t * pmove ) ;
//RPG-X: J2J - Emote Vars (shared for server and client)
//int CurrentEmote[MAX_CLIENTS];
//QVM HACK!
//===================================================================================
// player_state->stats[] indexes
//
// maximum of MAX_STATS...currently 16
//TiM: Ooohhh! Usable space!
/** \enum statIndex_t
* Each of these array cells can store data up to 2 ^ 16 bits of data !
* This is good in the fact that we are capable of using this place to store data
* that is larger for its previous cells , for example , animation data .
*/
typedef enum {
STAT_HEALTH ,
STAT_HOLDABLE_ITEM ,
STAT_WEAPONS , //!< 16 bit fields
STAT_ARMOR ,
STAT_DEAD_YAW , //!< look this direction when dead (FIXME: get rid of?)
STAT_CLIENTS_READY , //!< bit mask of clients wishing to exit the intermission (FIXME: configstring?)
STAT_MAX_HEALTH , //!< health / armor limit, changable by handicap
STAT_USEABLE_PLACED , //!< have we placed the detpack yet?
//TiM : Placeholder for emotes data and anim holding
TORSOTIMER , //!<Time index for torso model animations (usable for up to 65 seconds worth of anim data)
LEGSTIMER , //!<Time index for legs animations
LEGSANIM , //!<Index of current legs animation to play
TORSOANIM , //!<Index of current legs animation to play
EMOTES //!<Flags stored for emote conditions
} statIndex_t ;
// player_state->persistant[] indexes
/** \enum persEnum_t
* these fields are the only part of player_state that isn ' t
* cleared on respawn
*/
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_SHIELDS , //!< total shield points damage inflicted so damage beeps can sound on change
PERS_RANK ,
PERS_TEAM ,
PERS_SPAWN_COUNT , //!< incremented every respawn
PERS_REWARD_COUNT , //!< incremented for each reward sound
PERS_REWARD , //!< a reward_t
PERS_ATTACKER , //!< clientnum of last damage inflicter
PERS_KILLED , //!< count of the number of times you died
// these were added for single player awards tracking
//PERS_IMPRESSIVE_COUNT,
//PERS_EXCELLENT_COUNT,
PERS_CLASS ,
//PERS_ACCURACY_SHOTS,
//PERS_ACCURACY_HITS,
//PERS_STREAK_COUNT
} persEnum_t ;
// entityState_t->eFlags
// IMPORTANT: You need to check entityStateFields in msg.c to be certain that enough bits are being sent!
//TiM : ioEF has defined it so 24 bits is the norm... but in reg EF, it's 27
//either way, confirm there's absolutely no more than 27 (24 if we can)
# define EF_DEAD 0x00000001 //!< don't draw a foe marker over players with EF_DEAD
# define EF_ITEMPLACEHOLDER 0x00000002 //!< faded items
# define EF_TELEPORT_BIT 0x00000004 //!< toggled every time the origin abruptly changes
# define EF_BOUNCE 0x00000008 //!< for missiles
# define EF_BOUNCE_HALF 0x00000010 //!< for missiles
# define EF_MISSILE_STICK 0x00000020 //!< missiles that stick to the wall.
# define EF_NODRAW 0x00000040 //!< may have an event, but no model (unspawned items)
# define EF_FIRING 0x00000080 //!< for lightning gun
# define EF_ALT_FIRING 0x00000100 //!< for alt-fires, mostly for lightning guns though
# define EF_CONNECTION 0x00000200 //!< draw a connection trouble sprite
# define EF_TALK 0x00000400 //!< draw a talk balloon
# define EF_SHIELD_BOX_X 0x00000800 //!< tells the client to use special client-collision info, x-axis aligned
# define EF_VOTED 0x00001000 //!< already cast a vote
# define EF_ANIM_ALLFAST 0x00002000 //!< automatically cycle through all frames at 10hz
//RPG-X Flags
# define EF_TALKING 0x00004000 //!< Player is talking
# define EF_CLAMP_BODY 0x00008000 //!< clamps player in place. moving cancels the emote, looking around rotates head (applies to legs only)
# define EF_CLAMP_ALL 0x00010000 //!< clamp whole body
# define EF_EYES_SHUT 0x00020000 //!< player toggled their char's eye's shut.
# define EF_EYES_ANGRY 0x00040000 //!< player toggled pissed off char face.
# define EF_FULL_ROTATE 0x00080000
# define EF_ANIM_ONCE 0x00100000 //!< cycle through all frames just once then stop
# define EF_TURBOLIFT 0x00200000 //!< ent is in a turbolift now, so gets special rotation
# define EF_SHIELD_BOX_Y 0x00400000 //!< tells the client to use special client-collision info, y-axis aligned
# define EF_MOVER_STOP 0x00800000 //!< will push otherwise - 67108864
//#define EF_AWARD_STREAK_MASK (EF_AWARD_ACE|EF_AWARD_EXPERT|EF_AWARD_MASTER|EF_AWARD_CHAMPION)
//#define EF_AWARD_MASK (EF_AWARD_EXCELLENT|EF_AWARD_IMPRESSIVE|EF_AWARD_FIRSTSTRIKE|EF_AWARD_STREAK_MASK)
//===================================================================================
//TiM : Emote system definitions
//===================================================================================
//anim list
# include "../cgame/cg_anims.h"
//body flags
# define EMOTE_UPPER 1 //!<Emote affects torso model only
# define EMOTE_LOWER 2 //!<Emote affects legs model only
# define EMOTE_BOTH ( EMOTE_UPPER | EMOTE_LOWER ) //!<Emote affects both parts
//Emote specific flags
# define EMOTE_CLAMP_BODY 4 //!<Emote clamps player angles, but leaves head free swinging
# define EMOTE_CLAMP_ALL 8 //!<Emote clamps the whole player. period.
//Infinite loop this anim
# define EMOTE_LOOP_LOWER 16 //!<Lower emote will loop continuously until manually stopped
# define EMOTE_LOOP_UPPER 32 //!<Upper emote will loop continuosly until stopped.
# define EMOTE_LOOP_BOTH ( EMOTE_LOOP_LOWER | EMOTE_LOOP_UPPER )
//Eye emotes
# define EMOTE_EYES_SHUT 64 //!<Emote plays with player's eyes shut
# define EMOTE_EYES_PISSED 128 //!<Emote plays with player looking not happy.
//Override previous emotes flags
# define EMOTE_OVERRIDE_UPPER 256 //!<If another emote is already playing, this one WILL override the upper section
# define EMOTE_OVERRIDE_LOWER 512 //!<If another emote is already playing, this one WILL override the lower section
# define EMOTE_OVERRIDE_BOTH ( EMOTE_OVERRIDE_UPPER | EMOTE_OVERRIDE_LOWER ) //!<Overrides both parts for the new emote
//Revert to a loop anim when this is finished playing
# define EMOTE_REVERTLOOP_UPPER 1024 //!<If already in a looping anim, when this new one finishes playing, the player will revert back to that anim (ie if u gestured whilst sitting down etc)
# define EMOTE_REVERTLOOP_LOWER 2048
# define EMOTE_REVERTLOOP_BOTH ( EMOTE_REVERTLOOP_UPPER | EMOTE_REVERTLOOP_LOWER )
//Used to clear all emote params except for blinking.
//Kind of hacky, but better than diverting the blinking flag resources elsewhere.
//We only have so many array cells available
# define EMOTE_MASK_LOWER ( EMOTE_LOWER | EMOTE_CLAMP_BODY | EMOTE_CLAMP_ALL | EMOTE_LOOP_LOWER | EMOTE_OVERRIDE_LOWER | EMOTE_REVERTLOOP_LOWER )
# define EMOTE_MASK_UPPER ( EMOTE_UPPER | EMOTE_LOOP_UPPER | EMOTE_OVERRIDE_UPPER | EMOTE_REVERTLOOP_UPPER )
# define EMOTE_MASK_BOTH ( EMOTE_MASK_LOWER | EMOTE_MASK_UPPER )
/** \struct emoteList_t
* Emote data structure
*
* \ author Ubergames
*/
typedef struct {
char * name ; //!<name of emote player enters into console
int emoteType ; //!<Type of emote (for menu display)
int enumName ; //!<eNum value of the emote
int enumLoop ; //!<eNum value for loop anim
int viewHeight ; //!<Specific viewheight the player will be looking at when this emote is active. (ie, sitting down, you'd be lower than standing up)
int hitBoxHeight ;
int bodyFlags ; //!<flags relating to whether this emote is upper or lower or both
int animFlags ; //!<Specific flags related to emote handling
} emoteList_t ;
/** \enum emoteTypes_t
* Different type numbers for sorting in the UI etc
*
* \ author Ubergames
*/
typedef enum {
TYPE_NONE = - 1 ,
TYPE_SITTING = 0 ,
TYPE_CONSOLE = 1 ,
TYPE_GESTURE = 2 ,
TYPE_FULLBODY = 3 ,
TYPE_INJURED = 4 ,
TYPE_MISC = 5
} emoteTypes_t ;
extern emoteList_t bg_emoteList [ ] ;
//=====================================================================================
/**
* The different powerups
*/
typedef enum {
PW_NONE ,
PW_QUAD ,
PW_BOLTON , //TiM - Used to be PW_BOLTON
PW_HASTE , //Used to be PW_HASTE
PW_INVIS ,
PW_LASER , //TiM - Beam Out Powerup used to be PW_LASER
PW_FLIGHT ,
PW_FLASHLIGHT ,
PW_BORG_ADAPT ,
PW_OUCH ,
PW_DISINTEGRATE ,
PW_GHOST ,
PW_EXPLODE ,
PW_ARCWELD_DISINT ,
PW_BEAM_OUT , //TiM - Beam in used to be PW_BEAMING
PW_EVOSUIT , //RPG-X | Phenix | 8/8/2004
//PW_BOLTON, //RPG-X | TiM | 6/9/2005
PW_NUM_POWERUPS
} powerup_t ;
//=============================
//TiM - Struct to hold data about all the items
//admins can give. Point being so the data can be shared
//in the UI and actual command
/** \enum giveType_t
* Enum depciting what type it is
*/
typedef enum {
TYPE_ALL ,
TYPE_HEALTH ,
TYPE_WEAPONS ,
TYPE_AMMO ,
TYPE_HOLDABLE ,
TYPE_SHIELD ,
TYPE_TRANSPORTER ,
TYPE_WEAPON ,
TYPE_POWERUP ,
TYPE_MAX
} giveType_t ;
/** \struct giveItem_t
* Struct to hold data about all the items
* admins can give . Point being so the data can be shared
* in the UI and actual command
*/
typedef struct {
char * consoleName ; //!<item you gotz to plug into the console for this shizzie
int giveType ; //!<eNum depicting which type this val is
int giveValue ; //!<items such as weapons+holdables reference to here
} giveItem_t ;
extern giveItem_t bg_giveItem [ ] ;
//=============================
typedef enum {
HI_NONE = 0 , //!< keep this first enum entry equal to 0 so cgs.useableModels will work properly
HI_TRANSPORTER = 1 ,
HI_MEDKIT ,
HI_DETPACK ,
HI_SHIELD ,
HI_DECOY , // cdr
HI_NUM_HOLDABLE
} holdable_t ;
//TiM: GAH! I've had it! I've gone through and renamed the weapons to what they're
//called in RPG-X. Having to remember which is what is starting to wear out my sanity lol. :P
typedef enum {
WP_NONE , // 1
WP_NULL_HAND , // 2 // 3/10/00 kef -- used to be WP_RAILGUN // 1/1/06 TiM: used to be WP_NULL_HAND
WP_TRICORDER , // 4
WP_PADD , // 8
WP_COFFEE , // 16 // 3/13/00 kef -- used to be WP_PLASMAGUN // 1/1/06 TiM: used to be WP_COFFEE
WP_PHASER , // 32 // 3/13/00 kef -- used to be WP_LIGHTNING
WP_COMPRESSION_RIFLE , // 64 // 3/13/00 kef -- added
WP_TR116 , // 128 // 3/13/00 kef -- added // 1/1/06 TiM: used to be WP_TR116
WP_GRENADE_LAUNCHER , // 256 // 3/10/00 kef -- used to be...heh...WP_GRENADE_LAUNCHER // TiM: Hahaha I get it! hehe ;P
WP_QUANTUM_BURST , // 512 // 3/13/00 kef -- added
WP_DISRUPTOR , // 1024 // 3/13/00 kef -- used to be WP_ROCKET_LAUNCHER // 1/1/06 TiM: used to be WP_DISRUPTOR
WP_MEDKIT , // 2048 // 10/12/00 jtd -- added for MP patch/gold - merges single player projectile and taser // 1/1/06 TiM: used to be WP_MEDKIT
WP_VOYAGER_HYPO , // 4096 // 10/6/00 mcg -- added for MP patch/gold
WP_DERMAL_REGEN , // 8192 // 3/13/00 kef -- added // 1/1/06 TiM: used to be WP_DERMAL_REGEN
WP_TOOLKIT , // 16384 // 10/12/00 jtd -- added for MP patch/gold // 1/1/06 TiM: used to be WP_TOOLKIT
WP_HYPERSPANNER , // 32768 // 1/1/06 TiM: used to be WP_NEUTRINO_PROBE
WP_NUM_WEAPONS
} weapon_t ;
/*typedef enum {
WP_NONE ,
WP_PHASER , // 3/13/00 kef -- used to be WP_LIGHTNING
WP_COMPRESSION_RIFLE , // 3/13/00 kef -- added
WP_NULL_HAND , // 3/10/00 kef -- used to be WP_RAILGUN
WP_COFFEE , // 3/13/00 kef -- used to be WP_PLASMAGUN
WP_DISRUPTOR , // 3/13/00 kef -- used to be WP_ROCKET_LAUNCHER
WP_GRENADE_LAUNCHER , // 3/10/00 kef -- used to be...heh...WP_GRENADE_LAUNCHER
WP_TR116 , // 3/13/00 kef -- added
WP_QUANTUM_BURST , // 3/13/00 kef -- added
WP_DERMAL_REGEN , // 3/13/00 kef -- added
WP_VOYAGER_HYPO , // 10/6/00 mcg -- added for MP patch/gold
WP_TOOLKIT , // 10/12/00 jtd -- added for MP patch/gold
WP_MEDKIT , // 10/12/00 jtd -- added for MP patch/gold - merges single player projectile and taser
WP_TRICORDER , //
WP_PADD , //
WP_NEUTRINO_PROBE , //
WP_TR116 , // Phenix's Weapon ;)
WP_NUM_WEAPONS
} weapon_t ; */
// reward sounds
typedef enum {
REWARD_BAD ,
REWARD_IMPRESSIVE , //!< One shot kill with Compression
REWARD_EXCELLENT , //!< Two frags in a row
REWARD_DENIED , //!< Near powerup, stolen
REWARD_FIRST_STRIKE , //!< First blood in a level
REWARD_STREAK //!< Ace/Expert/Master/Champion
} reward_t ;
# define STREAK_ACE 5
# define STREAK_EXPERT 10
# define STREAK_MASTER 15
# define STREAK_CHAMPION 20
// entityState_t->event values
// entity events are for effects that take place reletive
// 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_PAD , //!< boing sound at origin, jump sound on player
EV_JUMP ,
EV_WATER_TOUCH , //!< foot touches
EV_WATER_LEAVE , //!< foot leaves
EV_WATER_UNDER , //!< head touches
EV_WATER_CLEAR , //!< head leaves
EV_ITEM_PICKUP , //!< normal item pickups are predictable
EV_GLOBAL_ITEM_PICKUP , //!< powerup / team sounds are broadcast to everyone
EV_NOAMMO ,
EV_NOAMMO_ALT ,
EV_CHANGE_WEAPON ,
EV_FIRE_WEAPON ,
EV_ALT_FIRE ,
EV_FIRE_EMPTY_PHASER ,
//BOOKMARK (J2J)
EV_USE_ITEM0 ,
EV_USE_ITEM1 ,
EV_USE_ITEM2 ,
EV_USE_ITEM3 ,
EV_USE_ITEM4 ,
EV_USE_ITEM5 ,
EV_USE_ITEM6 ,
EV_USE_ITEM7 ,
EV_USE_ITEM8 ,
EV_USE_ITEM9 ,
EV_USE_ITEM10 ,
EV_USE_ITEM11 ,
EV_USE_ITEM12 ,
EV_USE_ITEM13 ,
EV_USE_ITEM14 ,
EV_USE_ITEM15 ,
EV_ITEM_RESPAWN ,
EV_ITEM_POP ,
EV_PLAYER_TELEPORT_IN ,
EV_PLAYER_TELEPORT_OUT ,
//RPG-X: TiM
EV_PLAYER_TRANSPORT_IN ,
EV_PLAYER_TRANSPORT_OUT ,
EV_GRENADE_BOUNCE , //!< eventParm will be the soundindex
EV_MISSILE_STICK , //!< eventParm will be the soundindex
EV_GENERAL_SOUND ,
EV_GLOBAL_SOUND , //!< no attenuation
EV_TEAM_SOUND ,
EV_MISSILE_HIT ,
EV_MISSILE_MISS ,
EV_PAIN ,
EV_DEATH1 ,
EV_DEATH2 ,
EV_DEATH3 ,
EV_OBITUARY ,
EV_POWERUP_BATTLESUIT ,
EV_POWERUP_REGEN ,
EV_POWERUP_SEEKER_FIRE ,
EV_DEBUG_LINE ,
EV_TAUNT ,
//
// kef -- begin Trek stuff
//
// kef -- taken directly from Trek code
EV_COMPRESSION_RIFLE ,
EV_COMPRESSION_RIFLE_ALT ,
EV_IMOD ,
EV_IMOD_HIT ,
EV_IMOD_ALTFIRE ,
EV_IMOD_ALTFIRE_HIT ,
EV_STASIS ,
EV_GRENADE_EXPLODE ,
EV_GRENADE_SHRAPNEL_EXPLODE ,
EV_GRENADE_SHRAPNEL ,
EV_DREADNOUGHT_MISS ,
EV_TETRION ,
EV_SHIELD_HIT ,
EV_FX_SPARK ,
EV_FX_STEAM ,
EV_FX_BOLT ,
EV_FX_TRANSPORTER_PAD ,
EV_FX_DRIP ,
EV_FX_GARDEN_FOUNTAIN_SPURT , //RPG-X - TiM
EV_FX_SURFACE_EXPLOSION , //RPG-X - TiM
EV_FX_SMOKE , //RPG-X - TiM
EV_FX_ELECTRICAL_EXPLOSION , //RPG-X - TiM
EV_FX_FIRE , //RPG-X - Marcin
EV_FX_SHAKE , //RPG-X - Marcin
2011-12-04 21:44:54 +00:00
// Additional ports from SP by Harry Young
2011-12-05 08:42:23 +00:00
// You forgot the , ... I added them for you - GSIO
EV_FX_COOKING_STEAM ,
EV_FX_ELECFIRE ,
EV_FX_FORGE_BOLT ,
EV_FX_PLASMA ,
EV_FX_STREAM ,
EV_FX_TRANSPORTER_STREAM ,
EV_FX_EXPLOSION_TRAIL ,
EV_FX_BORG_ENERGY_BEAM ,
EV_FX_SHIMMERY_THING ,
EV_FX_BORG_BOLT ,
2011-06-01 12:20:56 +00:00
EV_SCREENFX_TRANSPORTER ,
EV_DISINTEGRATION ,
EV_EXPLODESHELL ,
EV_ARCWELD_DISINT ,
EV_DETPACK ,
EV_DISINTEGRATION2 ,
//
// expansion pack
//
EV_OBJECTIVE_COMPLETE ,
EV_USE ,
EV_BORG_ALT_WEAPON , // TASER
EV_BORG_TELEPORT ,
EV_FX_CHUNKS ,
//RPG-X: RedTechie - Hypo puff and fx gun explo and shake sound and tr-116 tris
EV_HYPO_PUFF ,
EV_EFFECTGUN_SHOOT ,
EV_SHAKE_SOUND ,
EV_TR116_TRIS ,
//RPG-X: TiM - Lensflare stuff
EV_Q_FLASH ,
//SplatFX,
EV_SPLAT ,
//RPG-X | GSIO01 | 08/95/2009 adaptsound
EV_ADAPT_SOUND ,
EV_FX_PHASER ,
2011-12-03 14:59:57 +00:00
EV_FX_DISRUPTOR ,
2011-06-01 12:20:56 +00:00
EV_SET_CLOAK ,
EV_FX_TORPEDO ,
EV_FOOTSTEP_GRASS ,
EV_FOOTSTEP_GRAVEL ,
EV_FOOTSTEP_SNOW ,
EV_FOOTSTEP_WOOD ,
EV_FALL_SHORT_GRASS ,
EV_FALL_SHORT_GRAVEL ,
EV_FALL_SHORT_SNOW ,
EV_FALL_SHORT_WOOD ,
EV_FALL_MEDIUM_GRASS ,
EV_FALL_MEDIUM_GRAVEL ,
EV_FALL_MEDIUM_SNOW ,
EV_FALL_MEDIUM_WOOD ,
EV_FALL_FAR_GRASS ,
EV_FALL_FAR_GRAVEL ,
EV_FALL_FAR_SNOW ,
EV_FALL_FAR_WOOD ,
EV_FX_PARTICLEFIRE ,
EV_SHOOTER_SOUND ,
EV_TRIGGER_SHOW ,
2011-06-09 10:27:51 +00:00
EV_SCRIPT_SOUND ,
2011-12-05 18:47:42 +00:00
EV_CAMMODE_TOGGLE ,
EV_LASERTURRET_AIM ,
2011-12-09 23:42:24 +00:00
EV_LASERTURRET_FIRE ,
EV_STASIS_DOOR_OPENING ,
EV_STASIS_DOOR_CLOSING ,
2011-06-01 12:20:56 +00:00
} entity_event_t ;
/* THIS IS OLD FROM HOLOMATCH (RPG-X: J2J)
// animations
typedef enum {
BOTH_DEATH1 ,
BOTH_DEAD1 ,
BOTH_DEATH2 ,
BOTH_DEAD2 ,
BOTH_DEATH3 ,
BOTH_DEAD3 ,
TORSO_GESTURE ,
TORSO_ATTACK ,
TORSO_ATTACK2 ,
TORSO_DROP ,
TORSO_RAISE ,
TORSO_STAND ,
TORSO_STAND2 ,
LEGS_WALKCR ,
LEGS_WALK ,
LEGS_RUN ,
LEGS_BACK ,
LEGS_SWIM ,
LEGS_JUMP ,
LEGS_LAND ,
LEGS_JUMPB ,
LEGS_LANDB ,
LEGS_IDLE ,
LEGS_IDLECR ,
LEGS_TURN ,
MAX_ANIMATIONS
} animNumber_t ;
*/
//RPG-X: J2J - Moved animation enum list so that the string list can see it, Note special case for cg_players.c.
//#include "../cgame/cg_anims.h"
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
} animation_t ;
// flip the togglebit every time an animation
// changes so a restart of the same anim can be detected
//RPG-X: Jason - Last bit in a 2 byte integer is now the flag. (essentailly all we need as 2 byes allows values up to 65536)
//#define ANIM_TOGGLEBIT 32768 //RPG-X: RedTechie - FIXES THE DAMN MODEL SYSTEM YAY! cant be 128 needs to be way higher then actual animation count :D was 128 changing to 1024
# define ANIM_TOGGLEBIT 1024
typedef enum {
TEAM_FREE ,
TEAM_RED ,
TEAM_BLUE ,
TEAM_SPECTATOR ,
TEAM_NUM_TEAMS
} team_t ;
enum {
RETURN_FLAG_SOUND ,
SCORED_FLAG_SOUND ,
DROPPED_FLAG_SOUND ,
SCORED_FLAG_NO_VOICE_SOUND ,
MAX_TEAM_SOUNDS
} ;
// Time between location updates
# define TEAM_LOCATION_UPDATE_TIME 1000
// How many players on the overlay
// TiM - Increasing this greatly may not be good...
# define TEAM_MAXOVERLAY MAX_CLIENTS //8
# define LOCATION_NONE 0x00000000
// Height layers
# define LOCATION_HEAD 0x00000001 // [F,B,L,R] Top of head
# define LOCATION_FACE 0x00000002 // [F] Face [B,L,R] Head
# define LOCATION_SHOULDER 0x00000004 // [L,R] Shoulder [F] Throat, [B] Neck
# define LOCATION_CHEST 0x00000008 // [F] Chest [B] Back [L,R] Arm
# define LOCATION_STOMACH 0x00000010 // [L,R] Sides [F] Stomach [B] Lower Back
# define LOCATION_GROIN 0x00000020 // [F] Groin [B] Butt [L,R] Hip
# define LOCATION_LEG 0x00000040 // [F,B,L,R] Legs
# define LOCATION_FOOT 0x00000080 // [F,B,L,R] Bottom of Feet
// Relative direction strike came from
# define LOCATION_LEFT 0x00000100
# define LOCATION_RIGHT 0x00000200
# define LOCATION_FRONT 0x00000400
# define LOCATION_BACK 0x00000800
// means of death
typedef enum {
MOD_UNKNOWN ,
MOD_WATER ,
MOD_SLIME ,
MOD_LAVA ,
MOD_CRUSH ,
MOD_TELEFRAG ,
MOD_FALLING ,
MOD_SUICIDE ,
MOD_TARGET_LASER ,
MOD_TRIGGER_HURT ,
// Trek weapons
MOD_PHASER ,
MOD_PHASER_ALT ,
MOD_CRIFLE ,
MOD_CRIFLE_SPLASH ,
MOD_CRIFLE_ALT ,
MOD_CRIFLE_ALT_SPLASH ,
MOD_IMOD ,
MOD_IMOD_ALT ,
MOD_SCAVENGER ,
MOD_SCAVENGER_ALT ,
MOD_SCAVENGER_ALT_SPLASH ,
MOD_STASIS ,
MOD_STASIS_ALT ,
MOD_GRENADE ,
MOD_GRENADE_ALT ,
MOD_GRENADE_SPLASH ,
MOD_GRENADE_ALT_SPLASH ,
MOD_TETRION ,
MOD_TETRION_ALT ,
MOD_DREADNOUGHT ,
MOD_DREADNOUGHT_ALT ,
MOD_QUANTUM ,
MOD_QUANTUM_SPLASH ,
MOD_QUANTUM_ALT ,
MOD_QUANTUM_ALT_SPLASH ,
MOD_DETPACK ,
MOD_SEEKER ,
//expansion pack
MOD_KNOCKOUT ,
MOD_ASSIMILATE ,
MOD_BORG ,
MOD_BORG_ALT ,
MOD_RESPAWN ,
MOD_EXPLOSION ,
MOD_FORCEFIELD , //RPG-X: RedTechie - Added for forcefield kill
MOD_FORCEDSUICIDE , //RPG-X: RedTechie - Added for force kill
MOD_CUSTOM_DIE , //RPG-X: TiM - Added for custom die messages
MOD_MAX
} 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_TEAM
} itemType_t ;
typedef struct gitem_s {
char * classname ; //!< spawning name
char * pickup_sound ;
char * world_model ;
char * view_model ;
char * icon ;
char * pickup_name ; //!< for printing on pickup
int quantity ; //!< for ammo how much, or duration of powerup
itemType_t giType ; //!< IT_* flags
int giTag ;
char * precaches ; //!< string of all models and images this item will use
char * sounds ; //!< string of all sounds this item will use
//char paddMsg[512]; // RPG-X: Marcin: I hope this works. - 06/12/2008 - no it does not i'm an idiot
} gitem_t ;
// included in both the game dll and the client
extern gitem_t bg_itemlist [ ] ;
extern int bg_numItems ;
extern int bg_numEmotes ; //TiM - added a counter variable since it'd be easier to store then :P
extern int bg_numGiveItems ;
gitem_t * BG_FindItemWithClassname ( const char * name ) ;
char * BG_FindClassnameForHoldable ( holdable_t pw ) ;
gitem_t * BG_FindItem ( const char * pickupName /*const char *classname*/ ) ; //RPG-X: RedTechie - Attempting to fix give cmd
gitem_t * BG_FindItemForWeapon ( weapon_t weapon ) ;
gitem_t * BG_FindItemForAmmo ( 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 ( const entityState_t * ent , const playerState_t * ps , int maxWeap ) ;
// 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|CONTENTS_SHOTCLIP)
# define MASK_ONLYPLAYER (CONTENTS_PLAYERCLIP | CONTENTS_BODY) //RPG-X: - J2J Added for that transporter effect thingy where it appears next to the target (well not really, but dont tell)
# define MASK_BRUSHES (CONTENTS_STRUCTURAL|CONTENTS_DETAIL|CONTENTS_TRANSLUCENT) //RPG-X: RedTechie - Added for FX gun for "anal probe" -jason
//
// entityState_t->eType
//
// VERY IMPORTANT, if you change this enum, you MUST also change the enum in be_aas_entity.c! THANKS ID!!!!! WTG! GG!
typedef enum {
ET_GENERAL ,
ET_PLAYER ,
ET_ITEM ,
ET_MISSILE ,
ET_ALT_MISSILE ,
ET_MOVER ,
ET_BEAM ,
ET_PORTAL ,
ET_SPEAKER ,
ET_PUSH_TRIGGER ,
ET_TELEPORT_TRIGGER ,
ET_INVISIBLE ,
ET_LASER , //!< lasersight entity type
ET_USEABLE ,
ET_TRIC_STRING , //RPG-X: TiM - Tricorder string var
ET_TURBOLIFT , //RPG-X: TIM - Spawns a looping turbolift sound
ET_MOVER_STR , //RPG-X: GSIO01 - Mover entity that has Tricorder string var
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 ;
/*====================
SecurityCode
TiM : Defines and security
structs for the local security
ID system .
= = = = = = = = = = = = = = = = = = = = = */
# define SECURITY_ID ('7'<<24|'X'<<16|'G'<<8|'R') //RGX7 - Unique ID for the file
# define SECURITY_HASH 0xffffffff //!<Identifier to validate the hash file against this copy of EF
# define SECURITY_PID 0xffffffff //!<Main player ID that is sent to the server and checked for validation
//#define SECURITY_SIZE 4+2+4+2+4+2
# define SECURITY_SIZE 4+4+4
# define SECURITY_FILE "rpgxid.dat"
typedef struct
{
unsigned long ID ;
//short padding;
unsigned long hash ;
//short padding2;
unsigned long playerID ;
//short padding3;
} rpgxSecurityFile_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_PlayerStateToEntityState ( playerState_t * ps , entityState_t * s , qboolean snap ) ;
qboolean BG_PlayerTouchesItem ( playerState_t * ps , entityState_t * item , int atTime ) ;
char * NextWordEndsHere ( char * pos ) ;
char * EndWord ( char * pos ) ;
# define ARENAS_PER_TIER 4
# define MAX_ARENAS 1024
# define MAX_ARENAS_TEXT 8192
# define MAX_BOTS 1024
# define MAX_BOTS_TEXT 8192
//make this match Max_Ammo in g_items please;
# define PHASER_AMMO_MAX 50
extern int Max_Ammo [ ] ;