/*** * * Copyright (C) 2002 The Wastes Project, All Rights Reserved. * * This product contains software technology from Valve Software, LLC, * Copyright © 1996-2001, Valve LLC, All rights reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * The Wastes Project. All other use, distribution, or modification is prohibited * without written permission from The Wastes Project. * ***/ #ifndef __TW_COMMON_H_ #define __TW_COMMON_H_ // // This Header contains generic client / // server module shared information // #ifdef TW_BETA #define TW_BANNER "The Wastes RC 2 (Build 200) %s NOT FOR DISTRIBUTION" #endif // Bleeding / Composure / Willpower settings #define PLAYER_BLEED_LIMIT 20 #define PLAYER_COMPOSURE_LIMIT 80 #define PLAYER_WILLPOWER_LIMIT_LO 40 #define PLAYER_WILLPOWER_LIMIT_HI 60 // Animation enums enum single_pistol_anim_e { SPISTOL_IDLE = 0, SPISTOL_RELOAD, SPISTOL_RELOAD_EMPTY, SPISTOL_RELOAD2, SPISTOL_RELOAD2_EMPTY, SPISTOL_DRAW, SPISTOL_DRAW_EMPTY, SPISTOL_SHOOT, SPISTOL_SHOOT_LAST, SPISTOL_SHOOT_EMPTY, SPISTOL_WHIP1, SPISTOL_WHIP1_EMPTY, SPISTOL_WHIP2, SPISTOL_WHIP2_EMPTY, SPISTOL_AIM_IDLE, SPISTOL_AIM_SHOOT, SPISTOL_AIM_SHOOT_LAST, SPISTOL_AIM_SHOOT_EMPTY, SPISTOL_GOTO_AIM, SPISTOL_GOTO_AIM_EMPTY, SPISTOL_END_AIM, SPISTOL_END_AIM_EMPTY, }; enum single_ruger_anim_e { RUGER_IDLE = 0, RUGER_IDLE2, RUGER_RELOAD, RUGER_DRAW, RUGER_SHOOT, RUGER_SHOOT_EMPTY, RUGER_AIM_IDLE, RUGER_AIM_SHOOT, RUGER_GOTO_AIM, RUGER_END_AIM }; enum handcannon_anim_e { HC_IDLE = 0, HC_SHOOT, HC_SHOOT_LAST, HC_SHOOT_EMPTY, HC_RELOAD_EMPTY, HC_RELOAD, HC_DRAW, HC_DRAW_EMPTY }; enum single_sawedoff_anim_e { SAWED_IDLE = 0, SAWED_SHOOT_L, SAWED_SHOOT_R, SAWED_SHOOT_BOTH, SAWED_SHOOT_EMPTY, SAWED_RELOAD, SAWED_DRAW, }; enum mossberg_anim_e { MOSSBERG_IDLE = 0, MOSSBERG_IDLE2, MOSSBERG_IDLE3, MOSSBERG_GOTO_RELOAD, MOSSBERG_RELOAD, MOSSBERG_END_RELOAD, MOSSBERG_DRAW, MOSSBERG_SHOOT, MOSSBERG_SHOOT2, MOSSBERG_SHOOT_EMPTY, MOSSBERG_WHIP, }; enum winchester_anim_e { WINNY_IDLE = 0, WINNY_SHOOT, WINNY_SHOOT2, WINNY_RELOAD_MIDDLE, WINNY_RELOAD_END, WINNY_RELOAD_START, WINNY_DRAW, }; enum smg9_anim_e { SMG9_IDLE = 0, SMG9_RELOAD, SMG9_RELOAD_EMPTY, SMG9_DRAW, SMG9_SHOOT, SMG9_SHOOT_EMPTY, SMG9_SECONDARY_IDLE, SMG9_SECONDARY_SHOOT, SMG9_SECONDARY_SHOOT_EMPTY, SMG9_SECONDARY_RELOAD, SMG9_GOTO_SECONDARY, SMG9_END_SECONDARY, SMG9_SECONDARY_DRAW, }; enum fnfal_anim_e { FNFAL_IDLE1 = 0, FNFAL_IDLE2, FNFAL_RELOAD, FNFAL_DRAW, FNFAL_SHOOT, FNFAL_SHOOT_EMPTY, FNFAL_AIM_IDLE, FNFAL_AIM_SHOOT, FNFAL_AIM_SHOOT_EMPTY, FNFAL_GOTO_AIM, FNFAL_END_AIM, }; enum tommygun_anim_e { TOMMYGUN_IDLE = 0, TOMMYGUN_IDLE1, TOMMYGUN_IDLE2, TOMMYGUN_RELOAD, TOMMYGUN_DRAW, TOMMYGUN_SHOOT, TOMMYGUN_SHOOT_EMPTY, }; enum jackhammer_anim_e { JACKHAMMER_IDLE = 0, JACKHAMMER_RELOAD, JACKHAMMER_DRAW, JACKHAMMER_SHOOT, }; enum g11_anim_e { G11_IDLE = 0, G11_SHOOT, G11_BURST, G11_SHOOT_EMPTY, G11_DRAW, G11_RELOAD, G11_ACTIVATE_SCOPE, G11_DEACTIVATE_SCOPE, }; enum boltrifle_anim_e { BOLTRIFLE_IDLE1 = 0, BOLTRIFLE_RELOAD_EMPTY, BOLTRIFLE_RELOAD, BOLTRIFLE_DRAW, BOLTRIFLE_SHOOT, BOLTRIFLE_SHOOT_LAST, BOLTRIFLE_STRIKE, }; enum ak_pistols_anim_e { AKPISTOLS_IDLE = 0, AKPISTOLS_RSHOOT_LFULL, AKPISTOLS_RSHOOTLAST_LFULL, AKPISTOLS_RSHOOT_LEMPTY, AKPISTOLS_RSHOOTLAST_LEMPTY, AKPISTOLS_LSHOOT_RFULL, AKPISTOLS_LSHOOTLAST_RFULL, AKPISTOLS_LSHOOT_REMPTY, AKPISTOLS_LSHOOTLAST_REMPTY, AKPISTOLS_RELOAD_EMPTY, AKPISTOLS_RELOAD2_EMPTY, AKPISTOLS_RELOAD, AKPISTOLS_DRAW, }; enum sten_anim_e { STEN_IDLE = 0, STEN_IDLE_SILENCED, STEN_RELOAD, STEN_RELOAD_SILENCED, STEN_ADDSILENCER, STEN_REMSILENCER, STEN_DRAW, STEN_DRAW_SILENCED, STEN_SHOOT, STEN_SHOOT_SILENCED, STEN_SHOOT_EMPTY, STEN_SHOOT_EMPTY_SILENCED, }; enum anim_molotov_e { MOLOTOV_IDLE = 0, MOLOTOV_LIGHT, MOLOTOV_THROW, MOLOTOV_HOLSTER, MOLOTOV_DRAW, }; enum anim_frag_e { FRAG_IDLE = 0, FRAG_DRAW, FRAG_GOTOTHROW, FRAG_GOTOTHROW2, FRAG_THROW, }; enum anim_pipebomb_e { PIPEBOMB_IDLE = 0, PIPEBOMB_DRAW, PIPEBOMB_GOTOTHROW, PIPEBOMB_THROW, }; enum anim_combatknife_e { COMBATKNIFE_IDLE1 = 0, COMBATKNIFE_DRAW, COMBATKNIFE_HOLSTER, COMBATKNIFE_ATTACK1, COMBATKNIFE_ATTACK1MISS, COMBATKNIFE_ATTACK2, COMBATKNIFE_ATTACK2HIT, COMBATKNIFE_ATTACK3, COMBATKNIFE_ATTACK3HIT, COMBATKNIFE_IDLE2, COMBATKNIFE_IDLE3, }; enum anim_throwingknife_e { TKNIFE_IDLE1 = 0, TKNIFE_IDLE2, TKNIFE_DRAW, TKNIFE_GOTOTHROW, TKNIFE_THROW, }; enum anim_baseballbat_e { BAT_IDLE = 0, BAT_DRAW, BAT_ATTACK1, BAT_ATTACK1_MISS, BAT_ATTACK2, BAT_ATTACK2_MISS, BAT_ATTACK3, BAT_ATTACK3_MISS, }; enum anim_sledgehammer_e { SLEDGE_IDLE = 0, SLEDGE_DRAW, SLEDGE_ATTACK1, SLEDGE_ATTACK1_MISS, SLEDGE_ATTACK2, SLEDGE_ATTACK2_MISS, }; enum anim_katana_e { KATANA_ST1_IDLE = 0, KATANA_ST2_IDLE, KATANA_ST1_ATTACK1, KATANA_ST2_ATTACK1, KATANA_ST2_ATTACK2, KATANA_ST1_GOTO_ST2, KATANA_ST2_GOTO_ST1, KATANA_DRAW, }; enum anim_spear_e { SPEAR_IDLE1 = 0, SPEAR_IDLE2, SPEAR_DRAW, SPEAR_ATTACK1, SPEAR_ATTACK2, SPEAR_GOTO_THROW, SPEAR_THROW, SPEAR_GOTO_STAB, }; enum anim_cattleprod_e { PROD_IDLE1 = 0, PROD_DRAW, PROD_ATTACK1, PROD_ATTACK1MISS, PROD_ATTACK2, PROD_ATTACK2MISS, }; enum anim_akimbo_e { AKIMBO_IDLE1 = 0, AKIMBO_RSHOOT, AKIMBO_RSHOOTLAST, AKIMBO_RSHOOT_LEMPTY, AKIMBO_RSHOOTLAST_LEMPTY, AKIMBO_LSHOOT, AKIMBO_LSHOOTLAST, AKIMBO_LSHOOT_REMPTY, AKIMBO_LSHOOTLAST_REMPTY, AKIMBO_LSHOOTEMPTY, AKIMBO_RSHOOTEMPTY, AKIMBO_RELOAD_EMPTY, AKIMBO_RELOAD2_EMPTY, AKIMBO_RELOAD, AKIMBO_DRAW, }; enum anim_akimbosawedoffs_e { AKIMBOSS_IDLE1, AKIMBOSS_RELOAD, AKIMBOSS_DRAW, AKIMBOSS_RSHOOT, AKIMBOSS_LSHOOT, AKIMBOSS_BSHOOT, }; // Used by akimbo weapons enum akimbo_hand_e { AH_LEFT, AH_RIGHT }; // This is a list of all the wasteland weapons, as well // as their categories. Used mainly by the client, but // used a few places serverside as well. enum e_weapcategory { CAT_NONE = 0, CAT_MELEE, CAT_SIDEARM, CAT_PRIMARY, CAT_UNIQUE, CAT_ITEM, }; typedef struct playeritem_s { char *weapon_classname; char *ammo_classname; int num_ammospawns; int category; } playeritem_t; typedef struct playeritemlist_s { playeritem_t *array; int size; } playeritemlist_t; extern playeritemlist_t g_MeleeItems; extern playeritemlist_t g_SidearmItems; extern playeritemlist_t g_PrimaryItems; extern playeritemlist_t g_UniqueItems; extern playeritemlist_t g_OtherItems; // Wall Penetration macros to sync between client / server enum penetration_types_e { P_NONE = 0, P_BERETTA, P_COLT, P_RUGER, P_DEAGLE, P_HANDCANNON, P_WINCHESTER, P_SMG9, P_FNFAL, P_TOMMYGUN, P_G11, P_BOLTRIFLE, P_STEN, }; #define MAX_WALLCOUNT 8 // max number of walls we can penetrate #define MAX_THICKNESS_BERETTA 9.0 #define MAX_THICKNESS_COLT 17.0 #define MAX_THICKNESS_RUGER 55.0 #define MAX_THICKNESS_DEAGLE 52.5 #define MAX_THICKNESS_HANDCANNON 45.0 #define MAX_THICKNESS_WINCHESTER 30.0 #define MAX_THICKNESS_SMG9 7.0 #define MAX_THICKNESS_FNFAL 59.0 #define MAX_THICKNESS_TOMMYGUN 14.0 #define MAX_THICKNESS_G11 55.0 #define MAX_THICKNESS_BOLTRIFLE 59.0 #define MAX_THICKNESS_STEN 9.0 // Must be >1, how weak the round // gets as it goes through walls. #define FALLOFF_BERETTA 3.0 #define FALLOFF_COLT 2.5 #define FALLOFF_RUGER 2.0 #define FALLOFF_DEAGLE 2.1 #define FALLOFF_HANDCANNON 1.75 #define FALLOFF_WINCHESTER 2.5 #define FALLOFF_SMG9 3.0 #define FALLOFF_FNFAL 1.25 #define FALLOFF_TOMMYGUN 3.0 #define FALLOFF_G11 2.25 #define FALLOFF_BOLTRIFLE 1.25 #define FALLOFF_STEN 3.0 // prxoy director stuff #define DRC_EVENT 3 // informs the dircetor about ann important game event //#define DRC_FLAG_PRIO_MASK 0x0F // priorities between 0 and 15 (15 most important) //#define DRC_FLAG_DRAMATIC (1<<5) // sub commands of svc_director: #define DRC_CMD_NONE 0 // NULL director command #define DRC_CMD_START 1 // start director mode #define DRC_CMD_EVENT 2 // informs about director event #define DRC_CMD_MODE 3 // switches camera modes #define DRC_CMD_CAMERA 4 // sets camera registers #define DRC_CMD_TIMESCALE 5 // sets time scale #define DRC_CMD_MESSAGE 6 // send HUD centerprint #define DRC_CMD_SOUND 7 // plays a particular sound #define DRC_CMD_STATUS 8 // status info about broadcast #define DRC_CMD_BANNER 9 // banner file name for HLTV gui #define DRC_CMD_FADE 10 // send screen fade command #define DRC_CMD_SHAKE 11 // send screen shake command #define DRC_CMD_STUFFTEXT 12 // like the normal svc_stufftext but as director command #define DRC_CMD_LAST 13 // HLTV_EVENT event flags #define DRC_FLAG_PRIO_MASK 0x0F // priorities between 0 and 15 (15 most important) #define DRC_FLAG_SIDE (1<<4) //I assume this draws the action from the side - Mugsy #define DRC_FLAG_DRAMATIC (1<<5) // is a dramatic scene #define DRC_FLAG_SLOWMOTION (1<<6) // would look good in SloMo #define DRC_FLAG_FACEPLAYER (1<<7) // player is doning something (reload/defuse bomb etc) #define DRC_FLAG_INTRO (1<<8) // is a introduction scene #define DRC_FLAG_FINAL (1<<9) // is a final scene #define DRC_FLAG_NO_RANDOM (1<<10) // don't randomize event data #endif