rpgxef/code/game/bg_public.h
Harry Young 3164fdfa33 A lot of stuff!
-replaced target_safezone with target_sone (backwardscompability is in place)
--It now servers for more purposes than just escapepods. Also included in the MSD-System

-Removed list-iteration for safezones.
--They gave me such a hard time and put unneeded limits in place (like one time shots)
--now we loop trough all entities instead and find those with the right criteria and go from there

-For safezones clients are now tagged in the backend (new gclients_t-field)
--only those that aren't taggesd this way will be killed
--Closed FS#30

-First version of shiphealth HUD (FS#8, needs testing)
--There were som modifications made to the full UI as well

-Both Selfdestruct and Shiphealth communication to the client go via command now, the events got removed
-new Version Notation: RPG-X V 2.3 CB 4

Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
2013-02-10 00:31:04 +01:00

1073 lines
32 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
// bg_public.h -- definitions shared by both the server game and client game modules
// 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
#define RPGX_VERSION "RPG-X V 2.3 CB 4"
#define RPGX_COMPILEDATE "20/05/11"
#define RPGX_COMPILEDBY "GSIO01"
#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 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 - 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
#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_SHADERSTATE 32 //!< used for shader remapping
#define CS_MODELS 33
#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.
===================================================================================
*/
/** \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
PM_INTERMISSION,//!< no movement or status bar
PM_CCAM //!< cinematic cam mode
} 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_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 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;
// 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);
//===================================================================================
// 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
PERS_CLASS,
} 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
//===================================================================================
//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_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_0, // WP_NULL // 1
WP_1, // WP_NULL_HAND // 2 // 3/10/00 kef -- used to be WP_RAILGUN // 1/1/06 TiM: used to be WP_1
WP_2, // WP_TRICORDER // 4
WP_3, // WP_PADD // 8
WP_4, // WP_COFFEE // 16 // 3/13/00 kef -- used to be WP_PLASMAGUN // 1/1/06 TiM: used to be WP_4
WP_5, // WP_PHASER // 32 // 3/13/00 kef -- used to be WP_LIGHTNING
WP_6, // WP_COMPRESSION_RIFLE // 64 // 3/13/00 kef -- added
WP_7, // WP_TR116 // 128 // 3/13/00 kef -- added // 1/1/06 TiM: used to be WP_7
WP_8, // WP_GRENADE_LAUNCHER // 256 // 3/10/00 kef -- used to be...heh...WP_8 // TiM: Hahaha I get it! hehe ;P
WP_9, // WP_QUANTUM_BURST // 512 // 3/13/00 kef -- added
WP_10, // WP_DISRUPTOR // 1024 // 3/13/00 kef -- used to be WP_ROCKET_LAUNCHER // 1/1/06 TiM: used to be WP_10
WP_11, // 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_11
WP_12, // WP_VOYAGER_HYPO // 4096 // 10/6/00 mcg -- added for MP patch/gold
WP_13, // WP_DERMAL_REGEN // 8192 // 3/13/00 kef -- added // 1/1/06 TiM: used to be WP_13
WP_14, // WP_TOOLKIT // 16384 // 10/12/00 jtd -- added for MP patch/gold // 1/1/06 TiM: used to be WP_14
WP_15, // WP_HYPERSPANNER // 32768 // 1/1/06 TiM: used to be WP_NEUTRINO_PROBE
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
// Additional ports from SP by Harry Young
// 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,
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,
EV_FX_DISRUPTOR,
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,
EV_SCRIPT_SOUND,
EV_CAMMODE_TOGGLE,
EV_LASERTURRET_AIM,
EV_LASERTURRET_FIRE,
EV_STASIS_DOOR_OPENING,
EV_STASIS_DOOR_CLOSING,
EV_DEBUG_TRACE,
EV_SELFDESTRUCT_SETTER,
EV_HULLHEALTH_SETTER,
EV_SHIELDHEALTH_SETTER
} entity_event_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 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[];