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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2006 Tim Angus
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+// bg_public.h -- definitions shared by both the server game and client game modules
+
+//tremulous balance header
+#include "tremulous.h"
+
+// because games can change separately from the main system version, we need a
+// second version that must match between game and cgame
+#define GAME_VERSION "base"
+
+#define DEFAULT_GRAVITY 800
+
+#define VOTE_TIME 30000 // 30 seconds before vote times out
+
+#define MINS_Z -24
+#define DEFAULT_VIEWHEIGHT 26
+#define CROUCH_VIEWHEIGHT 12
+#define DEAD_VIEWHEIGHT -14 //TA: watch for mins[ 2 ] less than this causing
+
+//
+// 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
+// 6 UNUSED
+// 7 UNUSED
+#define CS_VOTE_TIME 8
+#define CS_VOTE_STRING 9
+#define CS_VOTE_YES 10
+#define CS_VOTE_NO 11
+
+#define CS_TEAMVOTE_TIME 12
+#define CS_TEAMVOTE_STRING 14
+#define CS_TEAMVOTE_YES 16
+#define CS_TEAMVOTE_NO 18
+
+#define CS_GAME_VERSION 20
+#define CS_LEVEL_START_TIME 21 // so the timer only shows the current level
+#define CS_INTERMISSION 22 // when 1, fraglimit/timelimit has been hit and intermission will start in a second or two
+#define CS_WINNER 23 // string indicating round winner
+#define CS_SHADERSTATE 24
+#define CS_BOTINFO 25
+#define CS_CLIENTS_READY 26 //TA: following suggestion in STAT_ enum STAT_CLIENTS_READY becomes a configstring
+
+//TA: extra stuff:
+#define CS_BUILDPOINTS 28
+#define CS_STAGES 29
+#define CS_SPAWNS 30
+
+#define CS_MODELS 33
+#define CS_SOUNDS (CS_MODELS+MAX_MODELS)
+#define CS_SHADERS (CS_SOUNDS+MAX_SOUNDS)
+#define CS_PARTICLE_SYSTEMS (CS_SHADERS+MAX_GAME_SHADERS)
+#define CS_PLAYERS (CS_PARTICLE_SYSTEMS+MAX_GAME_PARTICLE_SYSTEMS)
+#define CS_PRECACHES (CS_PLAYERS+MAX_CLIENTS)
+#define CS_LOCATIONS (CS_PRECACHES+MAX_CLIENTS)
+
+#define CS_MAX (CS_LOCATIONS+MAX_LOCATIONS)
+
+#if (CS_MAX) > MAX_CONFIGSTRINGS
+#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS
+#endif
+
+typedef enum
+{
+ GENDER_MALE,
+ GENDER_FEMALE,
+ GENDER_NEUTER
+} gender_t;
+
+/*
+===================================================================================
+
+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.
+===================================================================================
+*/
+
+typedef enum
+{
+ PM_NORMAL, // can accelerate and turn
+ PM_NOCLIP, // noclip movement
+ PM_SPECTATOR, // still run into walls
+ PM_JETPACK, // jetpack physics
+ PM_GRABBED, // like dead, but for when the player is still live
+ 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_SPINTERMISSION // no movement or status bar
+} pmtype_t;
+
+typedef enum
+{
+ WEAPON_READY,
+ WEAPON_RAISING,
+ WEAPON_DROPPING,
+ WEAPON_FIRING,
+ WEAPON_RELOADING
+} weaponstate_t;
+
+// pmove->pm_flags
+#define PMF_DUCKED 1
+#define PMF_JUMP_HELD 2
+#define PMF_CROUCH_HELD 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_WEAPON_RELOAD 2048 //TA: force a weapon switch
+#define PMF_FOLLOW 4096 // spectate following another player
+#define PMF_QUEUED 8192 //TA: player is queued
+#define PMF_TIME_WALLJUMP 16384 //TA: for limiting wall jumping
+#define PMF_CHARGE 32768 //TA: keep track of pouncing
+#define PMF_WEAPON_SWITCH 65536 //TA: force a weapon switch
+
+
+#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK|PMF_TIME_WALLJUMP)
+
+typedef struct
+{
+ int pouncePayload;
+} pmoveExt_t;
+
+#define MAXTOUCH 32
+typedef struct
+{
+ // state (in / out)
+ playerState_t *ps;
+ pmoveExt_t *pmext;
+ // 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 autoWeaponHit[ 32 ]; //FIXME: TA: remind myself later this might be a problem
+
+ int framecount;
+
+ // results (out)
+ int numtouch;
+ int touchents[ MAXTOUCH ];
+
+ vec3_t mins, maxs; // bounding box size
+
+ int watertype;
+ int waterlevel;
+
+ float xyspeed;
+
+ // for fixed msec Pmove
+ int pmove_fixed;
+ int pmove_msec;
+
+ // callbacks to test the world
+ // these will be different functions during game and cgame
+ /*void (*trace)( trace_t *results, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask );*/
+ 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
+typedef enum
+{
+ STAT_HEALTH,
+ STAT_ITEMS,
+ STAT_SLOTS, //TA: tracks the amount of stuff human players are carrying
+ STAT_ACTIVEITEMS,
+ STAT_WEAPONS, // 16 bit fields
+ STAT_WEAPONS2, //TA: another 16 bits to push the max weapon count up
+ STAT_MAX_HEALTH, // health / armor limit, changable by handicap
+ STAT_PCLASS, //TA: player class (for aliens AND humans)
+ STAT_PTEAM, //TA: player team
+ STAT_STAMINA, //TA: stamina (human only)
+ STAT_STATE, //TA: client states e.g. wall climbing
+ STAT_MISC, //TA: for uh...misc stuff
+ STAT_BUILDABLE, //TA: which ghost model to display for building
+ STAT_BOOSTTIME, //TA: time left for boost (alien only)
+ STAT_FALLDIST, //TA: the distance the player fell
+ STAT_VIEWLOCK //TA: direction to lock the view in
+} statIndex_t;
+
+#define SCA_WALLCLIMBER 0x00000001
+#define SCA_TAKESFALLDAMAGE 0x00000002
+#define SCA_CANZOOM 0x00000004
+#define SCA_NOWEAPONDRIFT 0x00000008
+#define SCA_FOVWARPS 0x00000010
+#define SCA_ALIENSENSE 0x00000020
+#define SCA_CANUSELADDERS 0x00000040
+#define SCA_WALLJUMPER 0x00000080
+
+#define SS_WALLCLIMBING 0x00000001
+#define SS_WALLCLIMBINGCEILING 0x00000002
+#define SS_CREEPSLOWED 0x00000004
+#define SS_SPEEDBOOST 0x00000008
+#define SS_INFESTING 0x00000010
+#define SS_GRABBED 0x00000020
+#define SS_BLOBLOCKED 0x00000040
+#define SS_POISONED 0x00000080
+#define SS_HOVELING 0x00000100
+#define SS_BOOSTED 0x00000200
+#define SS_SLOWLOCKED 0x00000400
+#define SS_POISONCLOUDED 0x00000800
+#define SS_MEDKIT_ACTIVE 0x00001000
+#define SS_CHARGING 0x00002000
+
+#define SB_VALID_TOGGLEBIT 0x00004000
+
+#define MAX_STAMINA 1000
+
+// player_state->persistant[] indexes
+// 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_UNUSED, // used to be PERS_RANK, no longer used
+ PERS_TEAM,
+ PERS_SPAWN_COUNT, // incremented every respawn
+ PERS_ATTACKER, // clientnum of last damage inflicter
+ PERS_KILLED, // count of the number of times you died
+
+ //TA:
+ PERS_STATE,
+ PERS_CREDIT, // human credit
+ PERS_BANK, // human credit in the bank
+ PERS_QUEUEPOS, // position in the spawn queue
+ PERS_NEWWEAPON // weapon to switch to
+} persEnum_t;
+
+#define PS_WALLCLIMBINGFOLLOW 0x00000001
+#define PS_WALLCLIMBINGTOGGLE 0x00000002
+#define PS_NONSEGMODEL 0x00000004
+
+// entityState_t->eFlags
+#define EF_DEAD 0x00000001 // don't draw a foe marker over players with EF_DEAD
+#define EF_TELEPORT_BIT 0x00000002 // toggled every time the origin abruptly changes
+#define EF_PLAYER_EVENT 0x00000004
+#define EF_BOUNCE 0x00000008 // for missiles
+#define EF_BOUNCE_HALF 0x00000010 // for missiles
+#define EF_NO_BOUNCE_SOUND 0x00000020 // for missiles
+#define EF_WALLCLIMB 0x00000040 // TA: wall walking
+#define EF_WALLCLIMBCEILING 0x00000080 // TA: wall walking ceiling hack
+#define EF_NODRAW 0x00000100 // may have an event, but no model (unspawned items)
+#define EF_FIRING 0x00000200 // for lightning gun
+#define EF_FIRING2 0x00000400 // alt fire
+#define EF_FIRING3 0x00000800 // third fire
+#define EF_MOVER_STOP 0x00001000 // will push otherwise
+#define EF_TALK 0x00002000 // draw a talk balloon
+#define EF_CONNECTION 0x00004000 // draw a connection trouble sprite
+#define EF_VOTED 0x00008000 // already cast a vote
+#define EF_TEAMVOTED 0x00010000 // already cast a vote
+#define EF_BLOBLOCKED 0x00020000 // TA: caught by a trapper
+#define EF_REAL_LIGHT 0x00040000 // TA: light sprites according to ambient light
+#define EF_DBUILDER 0x00080000 // designated builder protection
+
+typedef enum
+{
+ PW_NONE,
+
+ PW_QUAD,
+ PW_BATTLESUIT,
+ PW_HASTE,
+ PW_INVIS,
+ PW_REGEN,
+ PW_FLIGHT,
+
+ PW_REDFLAG,
+ PW_BLUEFLAG,
+ PW_BALL,
+
+ PW_NUM_POWERUPS
+} powerup_t;
+
+typedef enum
+{
+ HI_NONE,
+
+ HI_TELEPORTER,
+ HI_MEDKIT,
+
+ HI_NUM_HOLDABLE
+} holdable_t;
+
+typedef enum
+{
+ WPM_NONE,
+
+ WPM_PRIMARY,
+ WPM_SECONDARY,
+ WPM_TERTIARY,
+
+ WPM_NOTFIRING,
+
+ WPM_NUM_WEAPONMODES
+} weaponMode_t;
+
+typedef enum
+{
+ WP_NONE,
+
+ WP_ALEVEL0,
+ WP_ALEVEL1,
+ WP_ALEVEL1_UPG,
+ WP_ALEVEL2,
+ WP_ALEVEL2_UPG,
+ WP_ALEVEL3,
+ WP_ALEVEL3_UPG,
+ WP_ALEVEL4,
+
+ WP_BLASTER,
+ WP_MACHINEGUN,
+ WP_PAIN_SAW,
+ WP_SHOTGUN,
+ WP_LAS_GUN,
+ WP_MASS_DRIVER,
+ WP_CHAINGUN,
+ WP_PULSE_RIFLE,
+ WP_FLAMER,
+ WP_LUCIFER_CANNON,
+ WP_GRENADE,
+
+ WP_LOCKBLOB_LAUNCHER,
+ WP_HIVE,
+ WP_TESLAGEN,
+ WP_MGTURRET,
+
+ //build weapons must remain in a block
+ WP_ABUILD,
+ WP_ABUILD2,
+ WP_HBUILD2,
+ WP_HBUILD,
+ //ok?
+
+ WP_NUM_WEAPONS
+} weapon_t;
+
+typedef enum
+{
+ UP_NONE,
+
+ UP_LIGHTARMOUR,
+ UP_HELMET,
+ UP_MEDKIT,
+ UP_BATTPACK,
+ UP_JETPACK,
+ UP_BATTLESUIT,
+ UP_GRENADE,
+
+ UP_AMMO,
+
+ UP_NUM_UPGRADES
+} upgrade_t;
+
+typedef enum
+{
+ WUT_NONE,
+
+ WUT_ALIENS,
+ WUT_HUMANS,
+
+ WUT_NUM_TEAMS
+} WUTeam_t;
+
+//TA: bitmasks for upgrade slots
+#define SLOT_NONE 0x00000000
+#define SLOT_HEAD 0x00000001
+#define SLOT_TORSO 0x00000002
+#define SLOT_ARMS 0x00000004
+#define SLOT_LEGS 0x00000008
+#define SLOT_BACKPACK 0x00000010
+#define SLOT_WEAPON 0x00000020
+#define SLOT_SIDEARM 0x00000040
+
+typedef enum
+{
+ BA_NONE,
+
+ BA_A_SPAWN,
+ BA_A_OVERMIND,
+
+ BA_A_BARRICADE,
+ BA_A_ACIDTUBE,
+ BA_A_TRAPPER,
+ BA_A_BOOSTER,
+ BA_A_HIVE,
+
+ BA_A_HOVEL,
+
+ BA_H_SPAWN,
+
+ BA_H_MGTURRET,
+ BA_H_TESLAGEN,
+
+ BA_H_ARMOURY,
+ BA_H_DCC,
+ BA_H_MEDISTAT,
+
+ BA_H_REACTOR,
+ BA_H_REPEATER,
+
+ BA_NUM_BUILDABLES
+} buildable_t;
+
+typedef enum
+{
+ BIT_NONE,
+
+ BIT_ALIENS,
+ BIT_HUMANS,
+
+ BIT_NUM_TEAMS
+} buildableTeam_t;
+
+#define B_HEALTH_BITS 5
+#define B_HEALTH_MASK ((1<<B_HEALTH_BITS)-1)
+
+#define B_DCCED_TOGGLEBIT 0x00000000
+#define B_SPAWNED_TOGGLEBIT 0x00000020
+#define B_POWERED_TOGGLEBIT 0x00000040
+#define B_MARKED_TOGGLEBIT 0x00000080
+
+
+// reward sounds (stored in ps->persistant[PERS_PLAYEREVENTS])
+#define PLAYEREVENT_DENIEDREWARD 0x0001
+#define PLAYEREVENT_GAUNTLETREWARD 0x0002
+#define PLAYEREVENT_HOLYSHIT 0x0004
+
+// 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)
+
+#define EVENT_VALID_MSEC 300
+
+typedef enum
+{
+ EV_NONE,
+
+ EV_FOOTSTEP,
+ EV_FOOTSTEP_METAL,
+ EV_FOOTSTEP_SQUELCH,
+ EV_FOOTSPLASH,
+ EV_FOOTWADE,
+ EV_SWIM,
+
+ EV_STEP_4,
+ EV_STEP_8,
+ EV_STEP_12,
+ EV_STEP_16,
+
+ EV_STEPDN_4,
+ EV_STEPDN_8,
+ EV_STEPDN_12,
+ EV_STEPDN_16,
+
+ EV_FALL_SHORT,
+ EV_FALL_MEDIUM,
+ EV_FALL_FAR,
+ EV_FALLING,
+
+ EV_JUMP,
+ EV_WATER_TOUCH, // foot touches
+ EV_WATER_LEAVE, // foot leaves
+ EV_WATER_UNDER, // head touches
+ EV_WATER_CLEAR, // head leaves
+
+ EV_NOAMMO,
+ EV_CHANGE_WEAPON,
+ EV_FIRE_WEAPON,
+ EV_FIRE_WEAPON2,
+ EV_FIRE_WEAPON3,
+
+ EV_PLAYER_RESPAWN, //TA: for fovwarp effects
+ EV_PLAYER_TELEPORT_IN,
+ EV_PLAYER_TELEPORT_OUT,
+
+ EV_GRENADE_BOUNCE, // eventParm will be the soundindex
+
+ EV_GENERAL_SOUND,
+ EV_GLOBAL_SOUND, // no attenuation
+
+ EV_BULLET_HIT_FLESH,
+ EV_BULLET_HIT_WALL,
+
+ EV_SHOTGUN,
+
+ EV_MISSILE_HIT,
+ EV_MISSILE_MISS,
+ EV_MISSILE_MISS_METAL,
+ EV_TESLATRAIL,
+ EV_BULLET, // otherEntity is the shooter
+
+ EV_LEV1_GRAB,
+ EV_LEV4_CHARGE_PREPARE,
+ EV_LEV4_CHARGE_START,
+
+ EV_PAIN,
+ EV_DEATH1,
+ EV_DEATH2,
+ EV_DEATH3,
+ EV_OBITUARY,
+
+ EV_GIB_PLAYER, // gib a previously living player
+
+ EV_BUILD_CONSTRUCT, //TA
+ EV_BUILD_DESTROY, //TA
+ EV_BUILD_DELAY, //TA: can't build yet
+ EV_BUILD_REPAIR, //TA: repairing buildable
+ EV_BUILD_REPAIRED, //TA: buildable has full health
+ EV_HUMAN_BUILDABLE_EXPLOSION,
+ EV_ALIEN_BUILDABLE_EXPLOSION,
+ EV_ALIEN_ACIDTUBE,
+
+ EV_MEDKIT_USED,
+
+ EV_ALIEN_EVOLVE,
+ EV_ALIEN_EVOLVE_FAILED,
+
+ EV_DEBUG_LINE,
+ EV_STOPLOOPINGSOUND,
+ EV_TAUNT,
+
+ EV_OVERMIND_ATTACK, //TA: overmind under attack
+ EV_OVERMIND_DYING, //TA: overmind close to death
+ EV_OVERMIND_SPAWNS, //TA: overmind needs spawns
+
+ EV_DCC_ATTACK, //TA: dcc under attack
+
+ EV_RPTUSE_SOUND //TA: trigger a sound
+} entity_event_t;
+
+typedef enum
+{
+ MN_TEAM,
+ MN_A_TEAMFULL,
+ MN_H_TEAMFULL,
+
+ //alien stuff
+ MN_A_CLASS,
+ MN_A_BUILD,
+ MN_A_INFEST,
+ MN_A_HOVEL_OCCUPIED,
+ MN_A_HOVEL_BLOCKED,
+ MN_A_NOEROOM,
+ MN_A_TOOCLOSE,
+ MN_A_NOOVMND_EVOLVE,
+
+ //alien build
+ MN_A_SPWNWARN,
+ MN_A_OVERMIND,
+ MN_A_NOASSERT,
+ MN_A_NOCREEP,
+ MN_A_NOOVMND,
+ MN_A_NOROOM,
+ MN_A_NORMAL,
+ MN_A_HOVEL,
+ MN_A_HOVEL_EXIT,
+
+ //human stuff
+ MN_H_SPAWN,
+ MN_H_BUILD,
+ MN_H_ARMOURY,
+ MN_H_NOSLOTS,
+ MN_H_NOFUNDS,
+ MN_H_ITEMHELD,
+
+ //human build
+ MN_H_REPEATER,
+ MN_H_NOPOWER,
+ MN_H_NOTPOWERED,
+ MN_H_NODCC,
+ MN_H_REACTOR,
+ MN_H_NOROOM,
+ MN_H_NORMAL,
+ MN_H_TNODEWARN,
+ MN_H_RPTWARN,
+ MN_H_RPTWARN2,
+
+ //not used
+ MN_A_TEAMCHANGEBUILDTIMER,
+ MN_H_TEAMCHANGEBUILDTIMER,
+
+ MN_A_EVOLVEBUILDTIMER,
+
+ MN_H_NOENERGYAMMOHERE,
+ MN_H_NOARMOURYHERE,
+ MN_H_NOROOMBSUITON,
+ MN_H_NOROOMBSUITOFF,
+ MN_H_ARMOURYBUILDTIMER
+} dynMenu_t;
+
+// 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,
+
+ TORSO_GETFLAG,
+ TORSO_GUARDBASE,
+ TORSO_PATROL,
+ TORSO_FOLLOWME,
+ TORSO_AFFIRMATIVE,
+ TORSO_NEGATIVE,
+
+ MAX_PLAYER_ANIMATIONS,
+
+ LEGS_BACKCR,
+ LEGS_BACKWALK,
+ FLAG_RUN,
+ FLAG_STAND,
+ FLAG_STAND2RUN,
+
+ MAX_PLAYER_TOTALANIMATIONS
+} playerAnimNumber_t;
+
+// nonsegmented animations
+typedef enum
+{
+ NSPA_STAND,
+
+ NSPA_GESTURE,
+
+ NSPA_WALK,
+ NSPA_RUN,
+ NSPA_RUNBACK,
+ NSPA_CHARGE,
+
+ NSPA_RUNLEFT,
+ NSPA_WALKLEFT,
+ NSPA_RUNRIGHT,
+ NSPA_WALKRIGHT,
+
+ NSPA_SWIM,
+
+ NSPA_JUMP,
+ NSPA_LAND,
+ NSPA_JUMPBACK,
+ NSPA_LANDBACK,
+
+ NSPA_TURN,
+
+ NSPA_ATTACK1,
+ NSPA_ATTACK2,
+ NSPA_ATTACK3,
+
+ NSPA_PAIN1,
+ NSPA_PAIN2,
+
+ NSPA_DEATH1,
+ NSPA_DEAD1,
+ NSPA_DEATH2,
+ NSPA_DEAD2,
+ NSPA_DEATH3,
+ NSPA_DEAD3,
+
+ MAX_NONSEG_PLAYER_ANIMATIONS,
+
+ NSPA_WALKBACK,
+
+ MAX_NONSEG_PLAYER_TOTALANIMATIONS
+} nonSegPlayerAnimNumber_t;
+
+//TA: for buildable animations
+typedef enum
+{
+ BANIM_NONE,
+
+ BANIM_CONSTRUCT1,
+ BANIM_CONSTRUCT2,
+
+ BANIM_IDLE1,
+ BANIM_IDLE2,
+ BANIM_IDLE3,
+
+ BANIM_ATTACK1,
+ BANIM_ATTACK2,
+
+ BANIM_SPAWN1,
+ BANIM_SPAWN2,
+
+ BANIM_PAIN1,
+ BANIM_PAIN2,
+
+ BANIM_DESTROY1,
+ BANIM_DESTROY2,
+ BANIM_DESTROYED,
+
+ MAX_BUILDABLE_ANIMATIONS
+} buildableAnimNumber_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 0x80
+#define ANIM_FORCEBIT 0x40
+
+
+typedef enum
+{
+ TEAM_FREE,
+ 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
+
+//TA: player classes
+typedef enum
+{
+ PCL_NONE,
+
+ //builder classes
+ PCL_ALIEN_BUILDER0,
+ PCL_ALIEN_BUILDER0_UPG,
+
+ //offensive classes
+ PCL_ALIEN_LEVEL0,
+ PCL_ALIEN_LEVEL1,
+ PCL_ALIEN_LEVEL1_UPG,
+ PCL_ALIEN_LEVEL2,
+ PCL_ALIEN_LEVEL2_UPG,
+ PCL_ALIEN_LEVEL3,
+ PCL_ALIEN_LEVEL3_UPG,
+ PCL_ALIEN_LEVEL4,
+
+ //human class
+ PCL_HUMAN,
+ PCL_HUMAN_BSUIT,
+
+ PCL_NUM_CLASSES
+} pClass_t;
+
+
+//TA: player teams
+typedef enum
+{
+ PTE_NONE,
+ PTE_ALIENS,
+ PTE_HUMANS,
+
+ PTE_NUM_TEAMS
+} pTeam_t;
+
+
+// means of death
+typedef enum
+{
+ MOD_UNKNOWN,
+ MOD_SHOTGUN,
+ MOD_BLASTER,
+ MOD_PAINSAW,
+ MOD_MACHINEGUN,
+ MOD_CHAINGUN,
+ MOD_PRIFLE,
+ MOD_MDRIVER,
+ MOD_LASGUN,
+ MOD_LCANNON,
+ MOD_LCANNON_SPLASH,
+ MOD_FLAMER,
+ MOD_FLAMER_SPLASH,
+ MOD_GRENADE,
+ MOD_WATER,
+ MOD_SLIME,
+ MOD_LAVA,
+ MOD_CRUSH,
+ MOD_TELEFRAG,
+ MOD_FALLING,
+ MOD_SUICIDE,
+ MOD_TARGET_LASER,
+ MOD_TRIGGER_HURT,
+
+ MOD_ABUILDER_CLAW,
+ MOD_LEVEL0_BITE,
+ MOD_LEVEL1_CLAW,
+ MOD_LEVEL1_PCLOUD,
+ MOD_LEVEL3_CLAW,
+ MOD_LEVEL3_POUNCE,
+ MOD_LEVEL3_BOUNCEBALL,
+ MOD_LEVEL2_CLAW,
+ MOD_LEVEL2_ZAP,
+ MOD_LEVEL4_CLAW,
+ MOD_LEVEL4_CHARGE,
+
+ MOD_SLOWBLOB,
+ MOD_POISON,
+ MOD_SWARM,
+
+ MOD_HSPAWN,
+ MOD_TESLAGEN,
+ MOD_MGTURRET,
+ MOD_REACTOR,
+
+ MOD_ASPAWN,
+ MOD_ATUBE,
+ MOD_OVERMIND,
+ MOD_SLAP
+} meansOfDeath_t;
+
+
+//---------------------------------------------------------
+
+//TA: player class record
+typedef struct
+{
+ int classNum;
+
+ char *className;
+ char *humanName;
+
+ char *modelName;
+ float modelScale;
+ char *skinName;
+ float shadowScale;
+
+ char *hudName;
+
+ int stages;
+
+ vec3_t mins;
+ vec3_t maxs;
+ vec3_t crouchMaxs;
+ vec3_t deadMins;
+ vec3_t deadMaxs;
+ float zOffset;
+
+ int viewheight;
+ int crouchViewheight;
+
+ int health;
+ float fallDamage;
+ int regenRate;
+
+ int abilities;
+
+ weapon_t startWeapon;
+
+ float buildDist;
+
+ int fov;
+ float bob;
+ float bobCycle;
+ int steptime;
+
+ float speed;
+ float acceleration;
+ float airAcceleration;
+ float friction;
+ float stopSpeed;
+ float jumpMagnitude;
+ float knockbackScale;
+
+ int children[ 3 ];
+ int cost;
+ int value;
+} classAttributes_t;
+
+typedef struct
+{
+ char modelName[ MAX_QPATH ];
+ float modelScale;
+ char skinName[ MAX_QPATH ];
+ float shadowScale;
+ char hudName[ MAX_QPATH ];
+ char humanName[ MAX_STRING_CHARS ];
+
+ vec3_t mins;
+ vec3_t maxs;
+ vec3_t crouchMaxs;
+ vec3_t deadMins;
+ vec3_t deadMaxs;
+ int viewheight;
+ int crouchViewheight;
+ float zOffset;
+} classAttributeOverrides_t;
+
+//stages
+typedef enum
+{
+ S1,
+ S2,
+ S3
+} stage_t;
+
+#define MAX_BUILDABLE_MODELS 4
+
+//TA: buildable item record
+typedef struct
+{
+ int buildNum;
+
+ char *buildName;
+ char *humanName;
+ char *entityName;
+
+ char *models[ MAX_BUILDABLE_MODELS ];
+ float modelScale;
+
+ vec3_t mins;
+ vec3_t maxs;
+ float zOffset;
+
+ trType_t traj;
+ float bounce;
+
+ int buildPoints;
+ int stages;
+
+ int health;
+ int regenRate;
+
+ int splashDamage;
+ int splashRadius;
+
+ int meansOfDeath;
+
+ int team;
+ weapon_t buildWeapon;
+
+ int idleAnim;
+
+ int nextthink;
+ int buildTime;
+ qboolean usable;
+
+ int turretRange;
+ int turretFireSpeed;
+ weapon_t turretProjType;
+
+ float minNormal;
+ qboolean invertNormal;
+
+ qboolean creepTest;
+ int creepSize;
+
+ qboolean dccTest;
+ qboolean transparentTest;
+ qboolean reactorTest;
+ qboolean replaceable;
+} buildableAttributes_t;
+
+typedef struct
+{
+ char models[ MAX_BUILDABLE_MODELS ][ MAX_QPATH ];
+
+ float modelScale;
+ vec3_t mins;
+ vec3_t maxs;
+ float zOffset;
+} buildableAttributeOverrides_t;
+
+//TA: weapon record
+typedef struct
+{
+ int weaponNum;
+
+ int price;
+ int stages;
+
+ int slots;
+
+ char *weaponName;
+ char *weaponHumanName;
+
+ int maxAmmo;
+ int maxClips;
+ qboolean infiniteAmmo;
+ qboolean usesEnergy;
+
+ int repeatRate1;
+ int repeatRate2;
+ int repeatRate3;
+ int reloadTime;
+ float knockbackScale;
+
+ qboolean hasAltMode;
+ qboolean hasThirdMode;
+
+ qboolean canZoom;
+ float zoomFov;
+
+ qboolean purchasable;
+ qboolean longRanged;
+
+ int buildDelay;
+
+ WUTeam_t team;
+} weaponAttributes_t;
+
+//TA: upgrade record
+typedef struct
+{
+ int upgradeNum;
+
+ int price;
+ int stages;
+
+ int slots;
+
+ char *upgradeName;
+ char *upgradeHumanName;
+
+ char *icon;
+
+ qboolean purchasable;
+ qboolean usable;
+
+ WUTeam_t team;
+} upgradeAttributes_t;
+
+
+//TA:
+void BG_UnpackAmmoArray( int weapon, int psAmmo[ ], int psAmmo2[ ], int *ammo, int *clips );
+void BG_PackAmmoArray( int weapon, int psAmmo[ ], int psAmmo2[ ], int ammo, int clips );
+qboolean BG_WeaponIsFull( weapon_t weapon, int stats[ ], int psAmmo[ ], int psAmmo2[ ] );
+void BG_AddWeaponToInventory( int weapon, int stats[ ] );
+void BG_RemoveWeaponFromInventory( int weapon, int stats[ ] );
+qboolean BG_InventoryContainsWeapon( int weapon, int stats[ ] );
+void BG_AddUpgradeToInventory( int item, int stats[ ] );
+void BG_RemoveUpgradeFromInventory( int item, int stats[ ] );
+qboolean BG_InventoryContainsUpgrade( int item, int stats[ ] );
+void BG_ActivateUpgrade( int item, int stats[ ] );
+void BG_DeactivateUpgrade( int item, int stats[ ] );
+qboolean BG_UpgradeIsActive( int item, int stats[ ] );
+qboolean BG_RotateAxis( vec3_t surfNormal, vec3_t inAxis[ 3 ],
+ vec3_t outAxis[ 3 ], qboolean inverse, qboolean ceiling );
+void BG_PositionBuildableRelativeToPlayer( const playerState_t *ps,
+ const vec3_t mins, const vec3_t maxs,
+ void (*trace)( trace_t *, const vec3_t, const vec3_t,
+ const vec3_t, const vec3_t, int, int ),
+ vec3_t outOrigin, vec3_t outAngles, trace_t *tr );
+int BG_GetValueOfHuman( playerState_t *ps );
+int BG_GetValueOfEquipment( playerState_t *ps );
+
+int BG_FindBuildNumForName( char *name );
+int BG_FindBuildNumForEntityName( char *name );
+char *BG_FindNameForBuildable( int bclass );
+char *BG_FindHumanNameForBuildable( int bclass );
+char *BG_FindEntityNameForBuildable( int bclass );
+char *BG_FindModelsForBuildable( int bclass, int modelNum );
+float BG_FindModelScaleForBuildable( int bclass );
+void BG_FindBBoxForBuildable( int bclass, vec3_t mins, vec3_t maxs );
+float BG_FindZOffsetForBuildable( int pclass );
+int BG_FindHealthForBuildable( int bclass );
+int BG_FindRegenRateForBuildable( int bclass );
+trType_t BG_FindTrajectoryForBuildable( int bclass );
+float BG_FindBounceForBuildable( int bclass );
+int BG_FindBuildPointsForBuildable( int bclass );
+qboolean BG_FindStagesForBuildable( int bclass, stage_t stage );
+int BG_FindSplashDamageForBuildable( int bclass );
+int BG_FindSplashRadiusForBuildable( int bclass );
+int BG_FindMODForBuildable( int bclass );
+int BG_FindTeamForBuildable( int bclass );
+weapon_t BG_FindBuildWeaponForBuildable( int bclass );
+int BG_FindAnimForBuildable( int bclass );
+int BG_FindNextThinkForBuildable( int bclass );
+int BG_FindBuildTimeForBuildable( int bclass );
+qboolean BG_FindUsableForBuildable( int bclass );
+int BG_FindRangeForBuildable( int bclass );
+int BG_FindFireSpeedForBuildable( int bclass );
+weapon_t BG_FindProjTypeForBuildable( int bclass );
+float BG_FindMinNormalForBuildable( int bclass );
+qboolean BG_FindInvertNormalForBuildable( int bclass );
+int BG_FindCreepTestForBuildable( int bclass );
+int BG_FindCreepSizeForBuildable( int bclass );
+int BG_FindDCCTestForBuildable( int bclass );
+int BG_FindUniqueTestForBuildable( int bclass );
+qboolean BG_FindReplaceableTestForBuildable( int bclass );
+qboolean BG_FindTransparentTestForBuildable( int bclass );
+void BG_InitBuildableOverrides( void );
+
+int BG_FindClassNumForName( char *name );
+char *BG_FindNameForClassNum( int pclass );
+char *BG_FindHumanNameForClassNum( int pclass );
+char *BG_FindModelNameForClass( int pclass );
+float BG_FindModelScaleForClass( int pclass );
+char *BG_FindSkinNameForClass( int pclass );
+float BG_FindShadowScaleForClass( int pclass );
+char *BG_FindHudNameForClass( int pclass );
+qboolean BG_FindStagesForClass( int pclass, stage_t stage );
+void BG_FindBBoxForClass( int pclass, vec3_t mins, vec3_t maxs, vec3_t cmaxs, vec3_t dmins, vec3_t dmaxs );
+float BG_FindZOffsetForClass( int pclass );
+void BG_FindViewheightForClass( int pclass, int *viewheight, int *cViewheight );
+int BG_FindHealthForClass( int pclass );
+float BG_FindFallDamageForClass( int pclass );
+int BG_FindRegenRateForClass( int pclass );
+int BG_FindFovForClass( int pclass );
+float BG_FindBobForClass( int pclass );
+float BG_FindBobCycleForClass( int pclass );
+float BG_FindSpeedForClass( int pclass );
+float BG_FindAccelerationForClass( int pclass );
+float BG_FindAirAccelerationForClass( int pclass );
+float BG_FindFrictionForClass( int pclass );
+float BG_FindStopSpeedForClass( int pclass );
+float BG_FindJumpMagnitudeForClass( int pclass );
+float BG_FindKnockbackScaleForClass( int pclass );
+int BG_FindSteptimeForClass( int pclass );
+qboolean BG_ClassHasAbility( int pclass, int ability );
+weapon_t BG_FindStartWeaponForClass( int pclass );
+float BG_FindBuildDistForClass( int pclass );
+int BG_ClassCanEvolveFromTo( int fclass, int tclass, int credits, int num );
+int BG_FindCostOfClass( int pclass );
+int BG_FindValueOfClass( int pclass );
+void BG_InitClassOverrides( void );
+
+int BG_FindPriceForWeapon( int weapon );
+qboolean BG_FindStagesForWeapon( int weapon, stage_t stage );
+int BG_FindSlotsForWeapon( int weapon );
+char *BG_FindNameForWeapon( int weapon );
+int BG_FindWeaponNumForName( char *name );
+char *BG_FindHumanNameForWeapon( int weapon );
+char *BG_FindModelsForWeapon( int weapon, int modelNum );
+char *BG_FindIconForWeapon( int weapon );
+char *BG_FindCrosshairForWeapon( int weapon );
+int BG_FindCrosshairSizeForWeapon( int weapon );
+void BG_FindAmmoForWeapon( int weapon, int *maxAmmo, int *maxClips );
+qboolean BG_FindInfinteAmmoForWeapon( int weapon );
+qboolean BG_FindUsesEnergyForWeapon( int weapon );
+int BG_FindRepeatRate1ForWeapon( int weapon );
+int BG_FindRepeatRate2ForWeapon( int weapon );
+int BG_FindRepeatRate3ForWeapon( int weapon );
+int BG_FindReloadTimeForWeapon( int weapon );
+float BG_FindKnockbackScaleForWeapon( int weapon );
+qboolean BG_WeaponHasAltMode( int weapon );
+qboolean BG_WeaponHasThirdMode( int weapon );
+qboolean BG_WeaponCanZoom( int weapon );
+float BG_FindZoomFovForWeapon( int weapon );
+qboolean BG_FindPurchasableForWeapon( int weapon );
+qboolean BG_FindLongRangedForWeapon( int weapon );
+int BG_FindBuildDelayForWeapon( int weapon );
+WUTeam_t BG_FindTeamForWeapon( int weapon );
+
+int BG_FindPriceForUpgrade( int upgrade );
+qboolean BG_FindStagesForUpgrade( int upgrade, stage_t stage );
+int BG_FindSlotsForUpgrade( int upgrade );
+char *BG_FindNameForUpgrade( int upgrade );
+int BG_FindUpgradeNumForName( char *name );
+char *BG_FindHumanNameForUpgrade( int upgrade );
+char *BG_FindIconForUpgrade( int upgrade );
+qboolean BG_FindPurchasableForUpgrade( int upgrade );
+qboolean BG_FindUsableForUpgrade( int upgrade );
+WUTeam_t BG_FindTeamForUpgrade( int upgrade );
+
+// 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)
+
+
+//
+// entityState_t->eType
+//
+typedef enum
+{
+ ET_GENERAL,
+ ET_PLAYER,
+ ET_ITEM,
+
+ ET_BUILDABLE, //TA: buildable type
+
+ 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_CORPSE,
+ ET_PARTICLE_SYSTEM,
+ ET_ANIMMAPOBJ,
+ ET_MODELDOOR,
+ ET_LIGHTFLARE,
+ ET_LEV2_ZAP_CHAIN,
+
+ 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_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
+
+float atof_neg( char *token, qboolean allowNegative );
+int atoi_neg( char *token, qboolean allowNegative );
+
+void BG_ParseCSVEquipmentList( const char *string, weapon_t *weapons, int weaponsSize,
+ upgrade_t *upgrades, int upgradesSize );
+void BG_ParseCSVClassList( const char *string, pClass_t *classes, int classesSize );
+void BG_ParseCSVBuildableList( const char *string, buildable_t *buildables, int buildablesSize );
+void BG_InitAllowedGameElements( void );
+qboolean BG_WeaponIsAllowed( weapon_t weapon );
+qboolean BG_UpgradeIsAllowed( upgrade_t upgrade );
+qboolean BG_ClassIsAllowed( pClass_t class );
+qboolean BG_BuildableIsAllowed( buildable_t buildable );
+qboolean BG_UpgradeClassAvailable( playerState_t *ps );
+
+typedef struct
+{
+ unsigned int hi;
+ unsigned int lo;
+} clientList_t;
+qboolean BG_ClientListTest( clientList_t *list, int clientNum );
+void BG_ClientListAdd( clientList_t *list, int clientNum );
+void BG_ClientListRemove( clientList_t *list, int clientNum );
+char *BG_ClientListString( clientList_t *list );
+void BG_ClientListParse( clientList_t *list, const char *s );
+
+// Friendly Fire Flags
+#define FFF_HUMANS 1
+#define FFF_ALIENS 2
+#define FFF_BUILDABLES 4
+