diff options
Diffstat (limited to 'src/game')
-rw-r--r-- | src/game/#bg_misc.c# | 5371 |
1 files changed, 0 insertions, 5371 deletions
diff --git a/src/game/#bg_misc.c# b/src/game/#bg_misc.c# deleted file mode 100644 index e5936fc..0000000 --- a/src/game/#bg_misc.c# +++ /dev/null @@ -1,5371 +0,0 @@ -/* -=========================================================================== -Copyright (C) 1999-2005 Id Software, Inc. -Copyright (C) 2000-2009 Darklegion Development - -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 -=========================================================================== -*/ -/* -=========================================================================== -TREMULOUS EDGE MOD SRC FILE -=========================================================================== -*/ - -// bg_misc.c -- both games misc functions, all completely stateless -#include "../qcommon/q_shared.h" -#include "bg_public.h" - -int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ); -void trap_FS_Read( void *buffer, int len, fileHandle_t f ); -void trap_FS_Write( const void *buffer, int len, fileHandle_t f ); -void trap_FS_FCloseFile( fileHandle_t f ); -void trap_FS_Seek( fileHandle_t f, long offset, fsOrigin_t origin ); // fsOrigin_t -int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize ); - -static const buildableAttributes_t bg_buildableList[ ] = -{ -//ALIEN BUILDINGS - { - BA_A_SPAWN, //int buildNum; - "eggpod", //char *buildName; - "Egg", //char *humanName; - "The most basic alien structure. It allows aliens to spawn " - "and protect the Overmind. Without any of these, the Overmind " - "is left nearly defenseless and defeat is imminent.", - "team_alien_spawn", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - ASPAWN_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - ASPAWN_HEALTH, //int health; - ASPAWN_REGEN, //int regenRate; - ASPAWN_SPLASHDAMAGE, //int splashDamage; - ASPAWN_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 100, //int nextthink; - ASPAWN_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - ASPAWN_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - ASPAWN_VALUE, //int value; - }, - { - BA_A_OVERMIND, //int buildNum; - "overmind", //char *buildName; - "Overmind", //char *humanName; - "A collective consciousness that controls all the alien structures " - "in its vicinity. It must be protected at all costs, since its " - "death will render alien structures defenseless.", - "team_alien_overmind", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - OVERMIND_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - OVERMIND_HEALTH, //int health; - OVERMIND_REGEN, //int regenRate; - OVERMIND_SPLASHDAMAGE, //int splashDamage; - OVERMIND_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - OVERMIND_ATTACK_REPEAT,//int nextthink; - OVERMIND_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - OVERMIND_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qtrue, //qboolean uniqueTest; - OVERMIND_VALUE, //int value; - }, - { - BA_A_BARRICADE, //int buildNum; - "barricade", //char *buildName; - "Barricade", //char *humanName; - "Used to obstruct corridors and doorways, hindering humans from " - "threatening the spawns and Overmind. Barricades will shrink " - "to allow aliens to pass over them, however.", - "team_alien_barricade",//char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - BARRICADE_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - BARRICADE_HEALTH, //int health; - BARRICADE_REGEN, //int regenRate; - BARRICADE_SPLASHDAMAGE,//int splashDamage; - BARRICADE_SPLASHRADIUS,//int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ),//weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 100, //int nextthink; - BARRICADE_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal;// - qtrue, //qboolean creepTest; - BARRICADE_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - BARRICADE_VALUE, //int value; - }, - { - BA_A_ACIDTUBE, //int buildNum; - "acid_tube", //char *buildName; - "Acid Tube", //char *humanName; - "Ejects lethal poisonous acid at an approaching human. These " - "are highly effective when used in conjunction with a trapper " - "to hold the victim in place.", - "team_alien_acid_tube",//char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - ACIDTUBE_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - ACIDTUBE_HEALTH, //int health; - ACIDTUBE_REGEN, //int regenRate; - ACIDTUBE_SPLASHDAMAGE, //int splashDamage; - ACIDTUBE_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 200, //int nextthink; - ACIDTUBE_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - ACIDTUBE_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - ACIDTUBE_VALUE, //int value; - }, - { - BA_A_TRAPPER, //int buildNum; - "trapper", //char *buildName; - "Trapper", //char *humanName; - "Fires a blob of adhesive spit at any non-alien in its line of " - "sight. This hinders their movement, making them an easy target " - "for other defensive structures or aliens.", - "team_alien_trapper", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - TRAPPER_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages - TRAPPER_HEALTH, //int health; - TRAPPER_REGEN, //int regenRate; - TRAPPER_SPLASHDAMAGE, //int splashDamage; - TRAPPER_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 100, //int nextthink; - TRAPPER_BT, //int buildTime; - qfalse, //qboolean usable; - TRAPPER_RANGE, //int turretRange; - TRAPPER_REPEAT, //int turretFireSpeed; - WP_LOCKBLOB_LAUNCHER, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - TRAPPER_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qtrue, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - TRAPPER_VALUE, //int value; - }, - { - BA_A_BOOSTER, //int buildNum; - "booster", //char *buildName; - "Booster", //char *humanName; - "Laces the attacks of any alien that touches it with a poison " - "that will gradually deal damage to any humans exposed to it. " - "The booster also increases the rate of health regeneration for " - "any nearby aliens.", - "team_alien_booster", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - BOOSTER_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages - BOOSTER_HEALTH, //int health; - BOOSTER_REGEN, //int regenRate; - BOOSTER_SPLASHDAMAGE, //int splashDamage; - BOOSTER_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 100, //int nextthink; - BOOSTER_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - BOOSTER_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qtrue, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - BOOSTER_VALUE, //int value; - }, - { - BA_A_HIVE, //int buildNum; - "hive", //char *buildName; - "Hive", //char *humanName; - "Houses millions of tiny insectoid aliens. When a human " - "approaches this structure, the insectoids attack.", - "team_alien_hive", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - HIVE_BP, //int buildPoints; - ( 1 << S3 ), //int stages - HIVE_HEALTH, //int health; - HIVE_REGEN, //int regenRate; - HIVE_SPLASHDAMAGE, //int splashDamage; - HIVE_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 500, //int nextthink; - HIVE_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_HIVE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - HIVE_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - HIVE_VALUE, //int value; - }, - { - BA_A_PANZER_SMALL, //int buildNum; - "panzer_small", //char *buildName; - "[ye]Panzer Small", //char *humanName; - "LIGHT ORGANIC STRUCTURE\n" - "[yei]Used for passive base defense.\n", - "team_alien_panzer_small", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0, //float bounce; - PANZER_SMALL_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - PANZER_SMALL_HEALTH, //int health; - PANZER_SMALL_REGEN, //int regenRate; - PANZER_SMALL_SPLASHDAMAGE, //int splashDamage; - PANZER_SMALL_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 1000, //int nextthink; - PANZER_SMALL_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - PANZER_SMALL_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - PANZER_SMALL_VALUE, //int value; - }, - { - BA_A_PANZER_MEDIUM, //int buildNum; - "panzer_medium", //char *buildName; - "[ye]Panzer Medium", //char *humanName; - "AVERAGE ORGANIC STRUCTURE\n" - "[yei]Used for passive base defense.\n", - "team_alien_panzer_medium", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0, //float bounce; - PANZER_MEDIUM_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages - PANZER_MEDIUM_HEALTH, //int health; - PANZER_MEDIUM_REGEN, //int regenRate; - PANZER_MEDIUM_SPLASHDAMAGE, //int splashDamage; - PANZER_MEDIUM_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 1000, //int nextthink; - PANZER_MEDIUM_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - PANZER_MEDIUM_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - PANZER_MEDIUM_VALUE, //int value; - }, - { - BA_A_PANZER_LARGE, //int buildNum; - "panzer_large", //char *buildName; - "[ye]Panzer Large", //char *humanName; - "HEAVY ORGANIC STRUCTURE\n" - "[yei]Used for passive base defense.\n", - "team_alien_panzer_large", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0, //float bounce; - PANZER_LARGE_BP, //int buildPoints; - ( 1 << S3 ), //int stages - PANZER_LARGE_HEALTH, //int health; - PANZER_LARGE_REGEN, //int regenRate; - PANZER_LARGE_SPLASHDAMAGE, //int splashDamage; - PANZER_LARGE_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 1000, //int nextthink; - PANZER_LARGE_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - PANZER_LARGE_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - PANZER_LARGE_VALUE, //int value; - }, - { - BA_A_TENDON_SMALL, //int buildNum; - "tendon_small", //char *buildName; - "[ye]Tendon Small", //char *humanName; - "LIGHT ORGANIC STRUCTURE\n" - "[yei]Used for passive base defense or bridges.\n", - "team_alien_tendon_small", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0, //float bounce; - TENDON_SMALL_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - TENDON_SMALL_HEALTH, //int health; - TENDON_SMALL_REGEN, //int regenRate; - TENDON_SMALL_SPLASHDAMAGE, //int splashDamage; - TENDON_SMALL_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 1000, //int nextthink; - TENDON_SMALL_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - TENDON_SMALL_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - TENDON_SMALL_VALUE, //int value; - }, - { - BA_A_TENDON_MEDIUM, //int buildNum; - "tendon_medium", //char *buildName; - "[ye]Tendon Medium", //char *humanName; - "AVERAGE ORGANIC STRUCTURE\n" - "[yei]Used for passive base defense or bridges.\n" - "50HP", - "team_alien_tendon_medium",//char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - TENDON_MEDIUM_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages - TENDON_MEDIUM_HEALTH, //int health; - TENDON_MEDIUM_REGEN, //int regenRate; - TENDON_MEDIUM_SPLASHDAMAGE, //int splashDamage; - TENDON_MEDIUM_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 1000, //int nextthink; - TENDON_MEDIUM_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - TENDON_MEDIUM_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - TENDON_MEDIUM_VALUE, //int value; - }, - { - BA_A_TENDON_LARGE, //int buildNum; - "tendon_large", //char *buildName; - "[ye]Tendon Large", //char *humanName; - "HEAVY ORGANIC STRUCTURE\n" - "[yei]Used for passive base defense or big bridges.\n" - "100HP", - "team_alien_tendon_large",//char *entityName; - TR_GRAVITY, //trType_t traj; - 0, //float bounce; - TENDON_LARGE_BP, //int buildPoints; - ( 1 << S3 ), //int stages - TENDON_LARGE_HEALTH, //int health; - TENDON_LARGE_REGEN, //int regenRate; - TENDON_LARGE_SPLASHDAMAGE, //int splashDamage; - TENDON_LARGE_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 1000, //int nextthink; - TENDON_LARGE_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - TENDON_LARGE_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - TENDON_LARGE_VALUE, //int value; - }, - { - BA_A_NET, //int buildNum; - "net", //char *buildName; - "[ye]Net", //char *humanName; - "LIGHT ORGANIC STRUCTURE\n" - "[yei]Used for passive base defense.\n" - "Can be used for camouflage.\n" - "80HP", - "team_alien_net",//char *entityName; - TR_GRAVITY, //trType_t traj; - 0, //float bounce; - NET_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages - NET_HEALTH, //int health; - NET_REGEN, //int regenRate; - NET_SPLASHDAMAGE, //int splashDamage; - NET_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 1000, //int nextthink; - NET_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - NET_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - NET_VALUE, //int value; - }, - { - BA_A_NET_SPIKE, //int buildNum; - "net_spike", //char *buildName; - "[ye]Net Spike", //char *humanName; - "LIGHT ORGANIC STRUCTURE\n" - "[yei]Used for passive base defense.\n" - "Can be used for camouflage.\n" - "50HP", - "team_alien_net_spike",//char *entityName; - TR_GRAVITY, //trType_t traj; - 0, //float bounce; - NET_SPIKE_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - NET_SPIKE_HEALTH, //int health; - NET_SPIKE_REGEN, //int regenRate; - NET_SPIKE_SPLASHDAMAGE, //int splashDamage; - NET_SPIKE_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 1000, //int nextthink; - NET_SPIKE_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - NET_SPIKE_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - NET_SPIKE_VALUE, //int value; - }, - { - BA_A_INFESTATION_SLIME, //int buildNum; - "infestation_slime", //char *buildName; - "[ye]Infestation Slime", //char *humanName; - "LIGHT ORGANIC INFESTATION\n" - "[yei]Used for passive and active base defense.\n" - "Has the ability to slow down human players.\n" - "Nearby Humans get *sucked* in and take damage.\n" - "250HP", - "team_alien_infestation_slime",//char *entityName; - TR_GRAVITY, //trType_t traj; - 0, //float bounce; - INFESTATION_SLIME_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages - INFESTATION_SLIME_HEALTH, //int health; - INFESTATION_SLIME_REGEN, //int regenRate; - INFESTATION_SLIME_SPLASHDAMAGE, //int splashDamage; - INFESTATION_SLIME_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 200, //int nextthink; - INFESTATION_SLIME_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - INFESTATION_SLIME_CREEPSIZE, //int creepSize; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - INFESTATION_SLIME_VALUE, //int value; - }, - { - BA_A_INFESTATION_THICKET, //int buildNum; - "infestation_thicket", //char *buildName; - "[ye]Infestation Thicket", //char *humanName; - "AVERAGE ORGANIC INFESTATION\n" - "[yei]Used for passive base defense.\n" - "Has the ability to slow down human players.\n" - "It's dense undergrowth can be used for camouflage.\n", - "team_alien_infestation_thicket", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0, //float bounce; - INFESTATION_THICKET_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - INFESTATION_THICKET_HEALTH, //int health; - INFESTATION_THICKET_REGEN, //int regenRate; - INFESTATION_THICKET_SPLASHDAMAGE, //int splashDamage; - INFESTATION_THICKET_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ),//weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 1000, //int nextthink; - INFESTATION_THICKET_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - INFESTATION_THICKET_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - INFESTATION_THICKET_VALUE, //int value; - }, - { - BA_A_INFESTATION_BLISTER, //int buildNum; - "infestation_blister", //char *buildName; - "[ye]Infestation Blister", //char *humanName; - "HEAVY ORGANIC INFESTATION\n" - "[yei]Used for passive base defense.\n" - "Has the ability to slow down human players.\n" - "Creates a creep of massive scale.\n", - "team_alien_infestation_blister", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - INFESTATION_BLISTER_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages - INFESTATION_BLISTER_HEALTH, //int health; - INFESTATION_BLISTER_REGEN, //int regenRate; - INFESTATION_BLISTER_SPLASHDAMAGE, //int splashDamage; - INFESTATION_BLISTER_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 1000, //int nextthink; - INFESTATION_BLISTER_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - INFESTATION_BLISTER_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - INFESTATION_BLISTER_VALUE, //int value; - }, - { - BA_A_REFLECTOR, //int buildNum; - "reflector", //char *buildName; - "[ye]Reflector", //char *humanName; - "INTELLIGENT ORGANIC STRUCTURE\n" - "[yei]Used for passive base defense.\n" - "This structure is filled with mercury.\n" - "It reflects Pulse Rifle & Lucifer shots.\n" - "Its vulnerable to mechanical projectiles.\n", - "team_alien_reflector", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - REFLECTOR_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages - REFLECTOR_HEALTH, //int health; - REFLECTOR_REGEN, //int regenRate; - REFLECTOR_SPLASHDAMAGE, //int splashDamage; - REFLECTOR_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 1000, //int nextthink; - REFLECTOR_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - REFLECTOR_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - REFLECTOR_VALUE, //int value; - }, - { - BA_A_MUSCLE, //int buildNum; - "muscle", //char *buildName; - "[ye]Muscle", //char *humanName; - "INTELLIGENT ORGANIC STRUCTURE\n" - "[yei]Used to push alien players up.\n", - "team_alien_muscle", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0, //float bounce; - MUSCLE_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages - MUSCLE_HEALTH, //int health; - MUSCLE_REGEN, //int regenRate; - MUSCLE_SPLASHDAMAGE, //int splashDamage; - MUSCLE_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 500, //int nextthink; - MUSCLE_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - MUSCLE_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - MUSCLE_VALUE, //int value; - }, - { - BA_A_SPITEFUL_ABCESS, //int buildNum; - "spiteful_abcess", //char *buildName; - "[ye]Spiteful Abcess", //char *humanName; - "INTELLIGENT ORGANIC STRUCTURE\n" - "[yei]Used for active base defense.\n" - "The glowing top contains gas.\n", - "team_alien_spiteful_abcess", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - SPITEFUL_ABCESS_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages - SPITEFUL_ABCESS_HEALTH, //int health; - SPITEFUL_ABCESS_REGEN, //int regenRate; - SPITEFUL_ABCESS_SPLASHDAMAGE, //int splashDamage; - SPITEFUL_ABCESS_SPLASHRADIUS, //int splashRadius; - MOD_SPITEFUL_ABCESS, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 200, //int nextthink; - SPITEFUL_ABCESS_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - SPITEFUL_ABCESS_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - SPITEFUL_ABCESS_VALUE, //int value; - }, - { - BA_A_COCOON, //int buildNum; - "cocoon", //char *buildName; - "[ye]Cocoon", //char *humanName; - "INTELLIGENT ORGANIC STRUCTURE\n" - "[yei]This heals your team faster\n" - "+faster adv.goon barb regen.\n" - "Can only be built once\n", - "team_alien_cocoon", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0, //float bounce; - COCOON_BP, //int buildPoints; - ( 1 << S3 ), //int stages - COCOON_HEALTH, //int health; - COCOON_REGEN, //int regenRate; - COCOON_SPLASHDAMAGE, //int splashDamage; - COCOON_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 1000, //int nextthink; - COCOON_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - COCOON_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qtrue, //qboolean uniqueTest; - COCOON_VALUE, //int value; - }, - { - BA_A_ORGANIC_BULB, //int buildNum; - "organic_bulb", //char *buildName; - "[ye]Organic Bulb", //char *humanName; - "INTELLIGENT ORGANIC STRUCTURE\n" - "[yei]Used to light spots.\n", - "team_alien_organic_bulb", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - ORGANIC_BULB_BP, //int buildPoints; - ( 1 << S3 ), //int stages - ORGANIC_BULB_HEALTH, //int health; - ORGANIC_BULB_REGEN, //int regenRate; - ORGANIC_BULB_SPLASHDAMAGE, //int splashDamage; - ORGANIC_BULB_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 1000, //int nextthink; - ORGANIC_BULB_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - ORGANIC_BULB_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - ORGANIC_BULB_VALUE, //int value; - }, - { - BA_A_POD, //int buildNum; - "pod", //char *buildName; - "[ye]Pod", //char *humanName; - "HEAVY ORGANIC STRUCTURE\n" - "[yei]This contains on top of the Pod Stump.\n" - "It is used to shield the top of bases.\n", - "team_alien_pod", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - POD_BP, //int buildPoints; - ( 1 << S3 ), //int stages - POD_HEALTH, //int health; - POD_REGEN, //int regenRate; - POD_SPLASHDAMAGE, //int splashDamage; - POD_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 1000, //int nextthink; - POD_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - POD_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - POD_VALUE, //int value; - }, - { - BA_A_POD_STUMP, //int buildNum; - "pod_stump", //char *buildName; - "[ye]Pod Stump", //char *humanName; - "HEAVY ORGANIC STRUCTURE\n" - "[yei]This is the stump for Pod.\n", - "team_alien_pod_stump", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - POD_STUMP_BP, //int buildPoints; - ( 1 << S3 ), //int stages - POD_STUMP_HEALTH, //int health; - POD_STUMP_REGEN, //int regenRate; - POD_STUMP_SPLASHDAMAGE, //int splashDamage; - POD_STUMP_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 1000, //int nextthink; - POD_STUMP_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 1.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - POD_STUMP_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - POD_STUMP_VALUE, //int value; - }, - { - BA_A_CREEPCOLONY, //int buildNum; - "creepcolony", //char *buildName; - "[ye]Creep colony", //char *humanName; - "[yei]Gives your team extra buildpoints.", - "team_alien_creepcolony" , //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - CREEPCOLONY_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages - CREEPCOLONY_HEALTH, //int health; - CREEPCOLONY_REGEN, //int regenRate; - CREEPCOLONY_SPLASHDAMAGE, //int splashDamage; - CREEPCOLONY_SPLASHRADIUS, //int splashRadius; - MOD_ASPAWN, //int meansOfDeath; - TEAM_ALIENS, //int team; - ( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 1000, //int nextthink; - CREEPCOLONY_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qtrue, //qboolean creepTest; - CREEPCOLONY_CREEPSIZE, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - CREEPCOLONY_VALUE, //int value; - }, - -//HUMAN BUILDINGS - { - BA_H_SPAWN, //int buildNum; - "telenode", //char *buildName; - "Telenode", //char *humanName; - "The most basic human structure. It provides a means for humans " - "to enter the battle arena. Without any of these the humans " - "cannot spawn and defeat is imminent.", - "team_human_spawn", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - HSPAWN_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - HSPAWN_HEALTH, //int health; - 0, //int regenRate; - HSPAWN_SPLASHDAMAGE, //int splashDamage; - HSPAWN_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 100, //int nextthink; - HSPAWN_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qfalse, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qtrue, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - HSPAWN_VALUE, //int value; - }, - { - BA_H_MGTURRET, //int buildNum; - "mgturret", //char *buildName; - "Machinegun Turret", //char *humanName; - "Automated base defense that is effective against large targets " - "but slow to begin firing. Should always be " - "backed up by physical support.", - "team_human_mgturret", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - MGTURRET_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - MGTURRET_HEALTH, //int health; - 0, //int regenRate; - MGTURRET_SPLASHDAMAGE, //int splashDamage; - MGTURRET_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 50, //int nextthink; - MGTURRET_BT, //int buildTime; - qfalse, //qboolean usable; - MGTURRET_RANGE, //int turretRange; - MGTURRET_REPEAT, //int turretFireSpeed; - WP_MGTURRET, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qtrue, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - MGTURRET_VALUE, //int value; - }, - { - BA_H_MGTURRET2, //int buildNum; - "mgturret2", //char *buildName; - "[ye]Flame Turret", //char *humanName; - "Automated base defense that is effective against large targets " - "but slow to begin firing. Should always be " - "backed up by physical support.", - "team_human_mgturret2", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - MGTURRET2_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages - MGTURRET2_HEALTH, //int health; - 0, //int regenRate; - MGTURRET2_SPLASHDAMAGE, //int splashDamage; - MGTURRET2_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 50, //int nextthink; - MGTURRET2_BT, //int buildTime; - qfalse, //qboolean usable; - MGTURRET2_RANGE, //int turretRange; - MGTURRET2_REPEAT, //int turretFireSpeed; - WP_MGTURRET2, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qtrue, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - MGTURRET_VALUE, //int value; - }, - { - BA_H_TESLAGEN, //int buildNum; - "tesla", //char *buildName; - "Tesla Generator", //char *humanName; - "A structure equipped with a strong electrical attack that fires " - "instantly and always hits its target. It is effective against smaller " - "aliens and for consolidating basic defense.", - "team_human_tesla", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - TESLAGEN_BP, //int buildPoints; - ( 1 << S3 ), //int stages - TESLAGEN_HEALTH, //int health; - 0, //int regenRate; - TESLAGEN_SPLASHDAMAGE, //int splashDamage; - TESLAGEN_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 150, //int nextthink; - TESLAGEN_BT, //int buildTime; - qfalse, //qboolean usable; - TESLAGEN_RANGE, //int turretRange; - TESLAGEN_REPEAT, //int turretFireSpeed; - WP_TESLAGEN, //weapon_t turretProjType; - 0.95f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qtrue, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - TESLAGEN_VALUE, //int value; - }, - { - BA_H_ARMOURY, //int buildNum; - "arm", //char *buildName; - "Armoury", //char *humanName; - "An essential part of the human base, providing a means " - "to upgrade the basic human equipment. A range of upgrades " - "and weapons are available for sale from the armoury.", - "team_human_armoury", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - ARMOURY_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - ARMOURY_HEALTH, //int health; - 0, //int regenRate; - ARMOURY_SPLASHDAMAGE, //int splashDamage; - ARMOURY_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 100, //int nextthink; - ARMOURY_BT, //int buildTime; - qtrue, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - ARMOURY_VALUE, //int value; - }, - { - BA_H_DCC, //int buildNum; - "dcc", //char *buildName; - "Defence Computer", //char *humanName; - "A structure that enables self-repair functionality in " - "human structures. Each Defence Computer built increases " - "repair rate slightly.", - "team_human_dcc", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - DC_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages - DC_HEALTH, //int health; - 0, //int regenRate; - DC_SPLASHDAMAGE, //int splashDamage; - DC_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 100, //int nextthink; - DC_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - DC_VALUE, //int value; - }, - { - BA_H_MEDISTAT, //int buildNum; - "medistat", //char *buildName; - "Medistation", //char *humanName; - "A structure that automatically restores " - "the health and stamina of any human that stands on it. " - "It may only be used by one person at a time. This structure " - "also issues medkits.", - "team_human_medistat", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - MEDISTAT_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - MEDISTAT_HEALTH, //int health; - 0, //int regenRate; - MEDISTAT_SPLASHDAMAGE, //int splashDamage; - MEDISTAT_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 100, //int nextthink; - MEDISTAT_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qtrue, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - MEDISTAT_VALUE, //int value; - }, - { - BA_H_REACTOR, //int buildNum; - "reactor", //char *buildName; - "Reactor", //char *humanName; - "All structures except the telenode rely on a reactor to operate. " - "The reactor provides power for all the human structures either " - "directly or via repeaters. Only one reactor can be built at a time.", - "team_human_reactor", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - REACTOR_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - REACTOR_HEALTH, //int health; - 0, //int regenRate; - REACTOR_SPLASHDAMAGE, //int splashDamage; - REACTOR_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - REACTOR_ATTACK_DCC_REPEAT, //int nextthink; - REACTOR_BT, //int buildTime; - qtrue, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qtrue, //qboolean uniqueTest; - REACTOR_VALUE, //int value; - }, - { - BA_H_REPEATER, //int buildNum; - "repeater", //char *buildName; - "Repeater", //char *humanName; - "A power distributor that transmits power from the reactor " - "to remote locations, so that bases may be built far " - "from the reactor.", - "team_human_repeater", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - REPEATER_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - REPEATER_HEALTH, //int health; - 0, //int regenRate; - REPEATER_SPLASHDAMAGE, //int splashDamage; - REPEATER_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 100, //int nextthink; - REPEATER_BT, //int buildTime; - qtrue, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - REPEATER_VALUE, //int value; - }, - { - BA_H_CONTAINER_SMALL, //int buildNum; - "container_small", //char *buildName; - "[ye]Container Small", //char *humanName; - "SOLID STRUCTURE\n" - "[yei]Used for passive base defense.\n" - "This building doesn't need a powered area!\n", - "team_human_container_small", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - CONTAINER_SMALL_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - CONTAINER_SMALL_HEALTH, //int health; - 0, //int regenRate; - CONTAINER_SMALL_SPLASHDAMAGE, //int splashDamage; - CONTAINER_SMALL_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 0, //int nextthink; - CONTAINER_SMALL_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - CONTAINER_SMALL_VALUE, //int value; - }, - { - BA_H_CONTAINER_MEDIUM, //int buildNum; - "container_medium", //char *buildName; - "[ye]Container Medium", //char *humanName; - "SOLID STRUCTURE\n" - "[yei]Used for passive base defense.\n" - "This building doesn't need a powered area!\n", - "team_human_container_medium", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - CONTAINER_MEDIUM_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages - CONTAINER_MEDIUM_HEALTH, //int health; - 0, //int regenRate; - CONTAINER_MEDIUM_SPLASHDAMAGE, //int splashDamage; - CONTAINER_MEDIUM_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 0, //int nextthink; - CONTAINER_MEDIUM_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - CONTAINER_MEDIUM_VALUE, //int value; - }, - { - BA_H_CONTAINER_LARGE, //int buildNum; - "container_large", //char *buildName; - "[ye]Container Large", //char *humanName; - "SOLID STRUCTURE\n" - "[yei]Used for passive base defense.\n" - "This building doesn't need a powered area!\n", - "team_human_container_large", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - CONTAINER_LARGE_BP, //int buildPoints; - ( 1 << S3 ), //int stages - CONTAINER_LARGE_HEALTH, //int health; - 0, //int regenRate; - CONTAINER_LARGE_SPLASHDAMAGE, //int splashDamage; - CONTAINER_LARGE_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 0, //int nextthink; - CONTAINER_LARGE_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - CONTAINER_LARGE_VALUE, //int value; - }, - { - BA_H_PLATE_SMALL, //int buildNum; - "plate_small", //char *buildName; - "[ye]Plate Small", //char *humanName; - "SOLID STRUCTURE\n" - "[yei]Used for passive base defense or bridges.\n" - "This building doesn't need a powered area!\n", - "team_human_plate_small", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - PLATE_SMALL_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - PLATE_SMALL_HEALTH, //int health; - 0, //int regenRate; - PLATE_SMALL_SPLASHDAMAGE, //int splashDamage; - PLATE_SMALL_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 0, //int nextthink; - PLATE_SMALL_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - PLATE_SMALL_VALUE, //int value; - }, - { - BA_H_PLATE_LARGE, //int buildNum; - "plate_large", //char *buildName; - "[ye]Plate Large", //char *humanName; - "SOLID STRUCTURE\n" - "[yei]Used for passive base defense or bridges.\n" - "This building doesn't need a powered area!\n", - "team_human_plate_large", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - PLATE_LARGE_BP, //int buildPoints; - ( 1 << S3 ), //int stages - PLATE_LARGE_HEALTH, //int health; - 0, //int regenRate; - PLATE_LARGE_SPLASHDAMAGE, //int splashDamage; - PLATE_LARGE_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 0, //int nextthink; - PLATE_LARGE_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - PLATE_LARGE_VALUE, //int value; - }, - { - BA_H_FENCE, //int buildNum; - "fence", //char *buildName; - "[ye]Fence", //char *humanName; - "SOLID STRUCTURE\n" - "[yei]Used for passive base defense.\n" - "This building doesn't need a powered area!\n", - "team_human_fence", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - FENCE_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages - FENCE_HEALTH, //int health; - 0, //int regenRate; - FENCE_SPLASHDAMAGE, //int splashDamage; - FENCE_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 0, //int nextthink; - FENCE_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - FENCE_VALUE, //int value; - }, - { - BA_H_FENCE_ROD, //int buildNum; - "fence_rod", //char *buildName; - "[ye]Fence Rod", //char *humanName; - "SOLID STRUCTURE\n" - "[yei]Used for passive base defense.\n" - "This building doesn't need a powered area!\n", - "team_human_fence_rod", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - FENCE_ROD_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages - FENCE_HEALTH, //int health; - 0, //int regenRate; - FENCE_ROD_SPLASHDAMAGE, //int splashDamage; - FENCE_ROD_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 0, //int nextthink; - FENCE_ROD_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - FENCE_ROD_VALUE, //int value; - }, - { - BA_H_BARRIER_LINE, //int buildNum; - "barrier_line", //char *buildName; - "[ye]Barrier Line", //char *humanName; - "SOLID STRUCTURE\n" - "[yei]Used for passive base defense.\n" - "This building doesn't need a powered area!\n", - "team_human_barrier_line", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - BARRIER_LINE_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - BARRIER_LINE_HEALTH, //int health; - 0, //int regenRate; - BARRIER_LINE_SPLASHDAMAGE, //int splashDamage; - BARRIER_LINE_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 0, //int nextthink; - BARRIER_LINE_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - BARRIER_LINE_VALUE, //int value; - }, - { - BA_H_BARRIER_CORNER, //int buildNum; - "barrier_corner", //char *buildName; - "[ye]Barrier Corner", //char *humanName; - "SOLID STRUCTURE\n" - "[yei]Used for passive base defense.\n" - "This building doesn't need a powered area!\n", - "team_human_barrier_corner", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - BARRIER_CORNER_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages - BARRIER_CORNER_HEALTH, //int health; - 0, //int regenRate; - BARRIER_CORNER_SPLASHDAMAGE, //int splashDamage; - BARRIER_CORNER_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 0, //int nextthink; - BARRIER_CORNER_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - BARRIER_CORNER_VALUE, //int value; - }, - { - BA_H_BARRIER_POINT, //int buildNum; - "barrier_point", //char *buildName; - "[ye]Barrier Point", //char *humanName; - "SOLID STRUCTURE\n" - "[yei]Used for passive base defense.\n" - "This building doesn't need a powered area!\n", - "team_human_barrier_point", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - BARRIER_POINT_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages - BARRIER_POINT_HEALTH, //int health; - 0, //int regenRate; - BARRIER_POINT_SPLASHDAMAGE, //int splashDamage; - BARRIER_POINT_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 0, //int nextthink; - BARRIER_POINT_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - BARRIER_POINT_VALUE, //int value; - }, - { - BA_H_SHIELD, //int buildNum; - "shield", //char *buildName; - "[ye]Shield", //char *humanName; - "INTELLIGENT STRUCTURE\n" - "[yei]Energy-Shield / Floodgate." - "Can only be used by humans.", - "team_human_shield", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - SHIELD_BP, //int buildPoints; - ( 1 << S3 ), //int stages - SHIELD_HEALTH, //int health; - 0, //int regenRate; - SHIELD_SPLASHDAMAGE, //int splashDamage; - SHIELD_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 100, //int nextthink; - SHIELD_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - SHIELD_VALUE, //int value; - }, - { - BA_H_LADDER, //int buildNum; - "ladder", //char *buildName; - "[ye]Ammo Supply", //char *humanName; - "INTELLIGENT STRUCTURE\n" - "[yei]A tiny ammo box for non-energy weapons.\n" - "This building doesn't need a powered area!\n", - "team_human_ladder", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0, //float bounce; - LADDER_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages - LADDER_HEALTH, //int health; - 0, //int regenRate; - LADDER_SPLASHDAMAGE, //int splashDamage; - LADDER_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 0, //int nextthink; - LADDER_BT, //int buildTime; - qtrue, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - LADDER_VALUE, //int value; - }, - { - BA_H_TEFLON_FOIL, //int buildNum; - "teflon_foil", //char *buildName; - "[ye]Teflon Foil", //char *humanName; - "SEMI-SOLID STRUCTURE\n" - "[yei]Can be used for camouflage.\n" - "This building doesn't need a powered area!\n", - "team_human_teflon_foil", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - TEFLON_FOIL_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - TEFLON_FOIL_HEALTH, //int health; - 0, //int regenRate; - TEFLON_FOIL_SPLASHDAMAGE, //int splashDamage; - TEFLON_FOIL_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 0, //int nextthink; - TEFLON_FOIL_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - TEFLON_FOIL_VALUE, //int value; - }, - { - BA_H_BARREL, //int buildNum; - "barrel", //char *buildName; - "[ye]Barrel", //char *humanName; - "SOLID STRUCTURE\n" - "[yei]Used to build bases.\n" - "This building doesn't need a powered area!\n", - "team_human_barrel", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - BARREL_BP, //int buildPoints; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - BARREL_HEALTH, //int health; - 0, //int regenRate; - BARREL_SPLASHDAMAGE, //int splashDamage; - BARREL_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 0, //int nextthink; - BARREL_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - BARREL_VALUE, //int value; - }, - { - BA_H_LIGHT, //int buildNum; - "light", //char *buildName; - "[ye]ForceField", //char *humanName; - "INTELLIGENT SOLID STRUCTURE\n" - "[yei]Creates a forcefield wich.\n" - "pushes alien boddies back.\n", - "team_human_light", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - LIGHT_BP, //int buildPoints; - ( 1 << S3 ), //int stages - LIGHT_HEALTH, //int health; - 0, //int regenRate; - LIGHT_SPLASHDAMAGE, //int splashDamage; - LIGHT_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 400, //int nextthink; - LIGHT_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - LIGHT_VALUE, //int value; - }, - { - BA_H_COVER, //int buildNum; - "cover", //char *buildName; - "[ye]Cover", //char *humanName; - "HEAVY SOLID STRUCTURE\n" - "[yei]This contains on top of the Cover Stump.\n" - "It is used to shield the top of bases.\n" - "This building doesn't need a powered area!\n", - "team_human_cover", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - COVER_BP, //int buildPoints; - ( 1 << S3 ), //int stages - COVER_HEALTH, //int health; - 0, //int regenRate; - COVER_SPLASHDAMAGE, //int splashDamage; - COVER_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 0, //int nextthink; - COVER_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - COVER_VALUE, //int value; - }, - { - BA_H_COVER_STUMP, //int buildNum; - "cover_stump", //char *buildName; - "[ye]Cover Stump", //char *humanName; - "HEAVY SOLID STRUCTURE\n" - "[yei]This is the stump for the Cover.\n" - "This building doesn't need a powered area!\n", - "team_human_cover_stump", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - COVER_STUMP_BP, //int buildPoints; - ( 1 << S3 ), //int stages - COVER_STUMP_HEALTH, //int health; - 0, //int regenRate; - COVER_STUMP_SPLASHDAMAGE, //int splashDamage; - COVER_STUMP_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 0, //int nextthink; - COVER_STUMP_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - COVER_STUMP_VALUE, //int value; - }, - { - BA_H_REFINERY, //int buildNum; - "refinery", //char *buildName; - "[ye]Refinery", //char *humanName; - "SUPPLY STRUCTURE\n" - "[yei]Gives your team 75 buildpoints, ", - "team_human_refinery", //char *entityName; - TR_GRAVITY, //trType_t traj; - 0.0, //float bounce; - REFINERY_BP, //int buildPoints; - ( 1 << S2 )|( 1 << S3 ), //int stages - REFINERY_HEALTH, //int health; - 0, //int regenRate; - REFINERY_SPLASHDAMAGE, //int splashDamage; - REFINERY_SPLASHRADIUS, //int splashRadius; - MOD_HSPAWN, //int meansOfDeath; - TEAM_HUMANS, //int team; - ( 1 << WP_HBUILD ), //weapon_t buildWeapon; - BANIM_IDLE1, //int idleAnim; - 1000, //int nextthink; - REFINERY_BT, //int buildTime; - qfalse, //qboolean usable; - 0, //int turretRange; - 0, //int turretFireSpeed; - WP_NONE, //weapon_t turretProjType; - 0.0f, //float minNormal; - qtrue, //qboolean invertNormal; - qfalse, //qboolean creepTest; - 0, //int creepSize; - qfalse, //qboolean dccTest; - qfalse, //qboolean transparentTest; - qfalse, //qboolean uniqueTest; - REFINERY_VALUE, //int value; - }, - }; - -int bg_numBuildables = sizeof( bg_buildableList ) / sizeof( bg_buildableList[ 0 ] ); -static const buildableAttributes_t nullBuildable = { 0 }; -/* -============== -BG_BuildableByName -============== -*/ -const buildableAttributes_t *BG_BuildableByName( const char *name ) -{ - int i; - - for( i = 0; i < bg_numBuildables; i++ ) - { - if( !Q_stricmp( bg_buildableList[ i ].name, name ) ) - return &bg_buildableList[ i ]; - } - return &nullBuildable; -} - -/* -============== -BG_BuildableByEntityName -============== -*/ -const buildableAttributes_t *BG_BuildableByEntityName( const char *name ) -{ - int i; - - for( i = 0; i < bg_numBuildables; i++ ) - { - if( !Q_stricmp( bg_buildableList[ i ].entityName, name ) ) - return &bg_buildableList[ i ]; - } - return &nullBuildable; -} - -/* -============== -BG_Buildable -============== -*/ -const buildableAttributes_t *BG_Buildable( buildable_t buildable ) -{ - return ( buildable > BA_NONE && buildable < BA_NUM_BUILDABLES ) ? - &bg_buildableList[ buildable - 1 ] : &nullBuildable; -} - -/* -============== -BG_BuildableAllowedInStage -============== -*/ -qboolean BG_BuildableAllowedInStage( buildable_t buildable, - stage_t stage ) -{ - int stages = BG_Buildable( buildable )->stages; - - if( stages & ( 1 << stage ) ) - return qtrue; - else - return qfalse; -} - -static buildableConfig_t bg_buildableConfigList[ BA_NUM_BUILDABLES ]; - -/* -============== -BG_BuildableConfig -============== -*/ -buildableConfig_t *BG_BuildableConfig( buildable_t buildable ) -{ - return &bg_buildableConfigList[ buildable ]; -} - -/* -============== -BG_BuildableBoundingBox -============== -*/ -void BG_BuildableBoundingBox( buildable_t buildable, - vec3_t mins, vec3_t maxs ) -{ - buildableConfig_t *buildableConfig = BG_BuildableConfig( buildable ); - - if( mins != NULL ) - VectorCopy( buildableConfig->mins, mins ); - if( maxs != NULL ) - VectorCopy( buildableConfig->maxs, maxs ); -} - -/* -====================== -BG_ParseBuildableFile - -Parses a configuration file describing a buildable -====================== -*/ -static qboolean BG_ParseBuildableFile( const char *filename, buildableConfig_t *bc ) -{ - char *text_p; - int i; - int len; - char *token; - char text[ 20000 ]; - fileHandle_t f; - float scale; - int defined = 0; - enum - { - MODEL = 1 << 0, - MODELSCALE = 1 << 1, - MINS = 1 << 2, - MAXS = 1 << 3, - ZOFFSET = 1 << 4 - }; - - // load the file - len = trap_FS_FOpenFile( filename, &f, FS_READ ); - if( len < 0 ) - { - Com_Printf( S_COLOR_RED "ERROR: Buildable file %s doesn't exist\n", filename ); - return qfalse; - } - - if( len == 0 || len >= sizeof( text ) - 1 ) - { - trap_FS_FCloseFile( f ); - Com_Printf( S_COLOR_RED "ERROR: Buildable file %s is %s\n", filename, - len == 0 ? "empty" : "too long" ); - return qfalse; - } - - trap_FS_Read( text, len, f ); - text[ len ] = 0; - trap_FS_FCloseFile( f ); - - // parse the text - text_p = text; - - // read optional parameters - while( 1 ) - { - token = COM_Parse( &text_p ); - - if( !token ) - break; - - if( !Q_stricmp( token, "" ) ) - break; - - if( !Q_stricmp( token, "model" ) ) - { - int index = 0; - - token = COM_Parse( &text_p ); - if( !token ) - break; - - index = atoi( token ); - - if( index < 0 ) - index = 0; - else if( index > 3 ) - index = 3; - - token = COM_Parse( &text_p ); - if( !token ) - break; - - Q_strncpyz( bc->models[ index ], token, sizeof( bc->models[ 0 ] ) ); - - defined |= MODEL; - continue; - } - else if( !Q_stricmp( token, "modelScale" ) ) - { - token = COM_Parse( &text_p ); - if( !token ) - break; - - scale = atof( token ); - - if( scale < 0.0f ) - scale = 0.0f; - - bc->modelScale = scale; - - defined |= MODELSCALE; - continue; - } - else if( !Q_stricmp( token, "mins" ) ) - { - for( i = 0; i <= 2; i++ ) - { - token = COM_Parse( &text_p ); - if( !token ) - break; - - bc->mins[ i ] = atof( token ); - } - - defined |= MINS; - continue; - } - else if( !Q_stricmp( token, "maxs" ) ) - { - for( i = 0; i <= 2; i++ ) - { - token = COM_Parse( &text_p ); - if( !token ) - break; - - bc->maxs[ i ] = atof( token ); - } - - defined |= MAXS; - continue; - } - else if( !Q_stricmp( token, "zOffset" ) ) - { - float offset; - - token = COM_Parse( &text_p ); - if( !token ) - break; - - offset = atof( token ); - - bc->zOffset = offset; - - defined |= ZOFFSET; - continue; - } - - - Com_Printf( S_COLOR_RED "ERROR: unknown token '%s'\n", token ); - return qfalse; - } - - if( !( defined & MODEL ) ) token = "model"; - else if( !( defined & MODELSCALE ) ) token = "modelScale"; - else if( !( defined & MINS ) ) token = "mins"; - else if( !( defined & MAXS ) ) token = "maxs"; - else if( !( defined & ZOFFSET ) ) token = "zOffset"; - else token = ""; - - if( strlen( token ) > 0 ) - { - Com_Printf( S_COLOR_RED "ERROR: %s not defined in %s\n", - token, filename ); - return qfalse; - } - return qtrue; -} - -/* -=============== -BG_InitBuildableConfigs -=============== -*/ -void BG_InitBuildableConfigs( void ) -{ - int i; - buildableConfig_t *bc; - - for( i = BA_NONE + 1; i < BA_NUM_BUILDABLES; i++ ) - { - bc = BG_BuildableConfig( i ); - Com_Memset( bc, 0, sizeof( buildableConfig_t ) ); - - BG_ParseBuildableFile( va( "configs/buildables/%s.cfg", - BG_Buildable( i )->name ), bc ); - } -} - -//CLASSES -static const classAttributes_t bg_classList[ ] = -{ - { - PCL_NONE, //int classnum; - "spectator", //char *className; - "Observer mode", - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - 0, //int health; - 0.0f, //float fallDamage; - 0.0f, //float regenRate; - 0, //int abilities; - WP_NONE, //weapon_t startWeapon - 0.0f, //float buildDist; - 90, //int fov; - 0.000f, //float bob; - 1.0f, //float bobCycle; - 0, //int steptime; - 800, //float speed; - 10.0f, //float acceleration; - 1.0f, //float airAcceleration; - 6.0f, //float friction; - 100.0f, //float stopSpeed; - 270.0f, //float jumpMagnitude; - 1.0f, //float knockbackScale; - { PCL_NONE, PCL_NONE, PCL_NONE }, //int children[ 3 ]; - 0, //int cost; - 0, //int value; - }, - { - PCL_ALIEN_BUILDER0, //int classnum; - "builder", //char *className; - "Responsible for building and maintaining all the alien structures. " - "Has a weak melee slash attack.", - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - ABUILDER_HEALTH, //int health; - 0.0f, //float fallDamage; - ABUILDER_REGEN, //float regenRate; - SCA_TAKESFALLDAMAGE|SCA_FOVWARPS|SCA_ALIENSENSE,//int abilities; - WP_ABUILD, //weapon_t startWeapon - 95.0f, //float buildDist; - 110, //int fov; - 0.001f, //float bob; - 2.0f, //float bobCycle; - 150, //int steptime; - ABUILDER_SPEED, //float speed; - 10.0f, //float acceleration; - 1.0f, //float airAcceleration; - 6.0f, //float friction; - 100.0f, //float stopSpeed; - 195.0f, //float jumpMagnitude; - 1.0f, //float knockbackScale; - { PCL_ALIEN_BUILDER0_UPG, PCL_ALIEN_LEVEL0, PCL_NONE }, //int children[ 3 ]; - ABUILDER_COST, //int cost; - ABUILDER_VALUE, //int value; - }, - { - PCL_ALIEN_BUILDER0_UPG, //int classnum; - "builderupg", //char *classname; - "Similar to the base Granger, except that in addition to " - "being able to build structures it has a spit attack " - "that slows victims and the ability to crawl on walls.", - ( 1 << S2 )|( 1 << S3 ), //int stages - ABUILDER_UPG_HEALTH, //int health; - 0.0f, //float fallDamage; - ABUILDER_UPG_REGEN, //float regenRate; - SCA_TAKESFALLDAMAGE|SCA_FOVWARPS|SCA_WALLCLIMBER|SCA_ALIENSENSE, //int abilities; - WP_ABUILD2, //weapon_t startWeapon - 105.0f, //float buildDist; - 110, //int fov; - 0.001f, //float bob; - 2.0f, //float bobCycle; - 100, //int steptime; - ABUILDER_UPG_SPEED, //float speed; - 10.0f, //float acceleration; - 1.0f, //float airAcceleration; - 6.0f, //float friction; - 100.0f, //float stopSpeed; - 270.0f, //float jumpMagnitude; - 1.0f, //float knockbackScale; - { PCL_ALIEN_LEVEL0, PCL_NONE, PCL_NONE }, //int children[ 3 ]; - ABUILDER_UPG_COST, //int cost; - ABUILDER_UPG_VALUE, //int value; - }, - { - PCL_ALIEN_LEVEL0, //int classnum; - "level0", //char *classname; - "Has a lethal reflexive bite and the ability to crawl on " - "walls and ceilings.", - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - LEVEL0_HEALTH, //int health; - 0.0f, //float fallDamage; - LEVEL0_REGEN, //float regenRate; - SCA_WALLCLIMBER|SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities; - WP_ALEVEL0, //weapon_t startWeapon - 0.0f, //float buildDist; - 140, //int fov; - 0.0f, //float bob; - 2.5f, //float bobCycle; - 25, //int steptime; - LEVEL0_SPEED, //float speed; - 10.0f, //float acceleration; - 1.0f, //float airAcceleration; - 6.0f, //float friction; - 400.0f, //float stopSpeed; - 250.0f, //float jumpMagnitude; - 2.0f, //float knockbackScale; - { PCL_ALIEN_LEVEL0_UPG, PCL_NONE, PCL_NONE }, //int children[ 3 ]; - LEVEL0_COST, //int cost; - LEVEL0_VALUE, //int value; - }, - { - PCL_ALIEN_LEVEL0_UPG, //int classnum; - "level0upg", //char *classname; - "In addition to the basic Dretch abilities, the Advanced " - "Dretch has the ability to pounce and spread infections. " - "Advanced Dretch can also damage defensive structures.", - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - LEVEL0_UPG_HEALTH, //int health; - 0.0f, //float fallDamage; - LEVEL0_UPG_REGEN, //float regenRate; - SCA_WALLCLIMBER|SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities; - WP_ALEVEL0_UPG, //weapon_t startWeapon - 0.0f, //float buildDist; - 140, //int fov; - 0.0f, //float bob; - 2.5f, //float bobCycle; - 25, //int steptime; - LEVEL0_UPG_SPEED, //float speed; - 10.0f, //float acceleration; - 1.0f, //float airAcceleration; - 6.0f, //float friction; - 400.0f, //float stopSpeed; - 250.0f, //float jumpMagnitude; - 2.0f, //float knockbackScale; - { PCL_ALIEN_LEVEL1, PCL_NONE, PCL_NONE }, //int children[ 3 ]; - LEVEL0_UPG_COST, //int cost; - LEVEL0_UPG_VALUE //int value; - }, - { - PCL_ALIEN_LEVEL1, //int classnum; - "level1", //char *classname; - "A support class able to crawl on walls and ceilings. Its melee " - "attack is most effective when combined with the ability to grab " - "and hold its victims in place. Provides a weak healing aura " - "that accelerates the healing rate of nearby aliens." - "It has an Acid Bomb in his Butt wich can be used as a grenade.", - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - LEVEL1_HEALTH, //int health; - 0.0f, //float fallDamage; - LEVEL1_REGEN, //float regenRate; - SCA_FOVWARPS|SCA_WALLCLIMBER|SCA_ALIENSENSE, //int abilities; - WP_ALEVEL1, //weapon_t startWeapon - 0.0f, //float buildDist; - 120, //int fov; - 0.001f, //float bob; - 1.8f, //float bobCycle; - 60, //int steptime; - LEVEL1_SPEED, //float speed; - 10.0f, //float acceleration; - 1.0f, //float airAcceleration; - 6.0f, //float friction; - 300.0f, //float stopSpeed; - 310.0f, //float jumpMagnitude; - 1.2f, //float knockbackScale; - { PCL_ALIEN_LEVEL2, PCL_ALIEN_LEVEL1_UPG, PCL_NONE }, //int children[ 3 ]; - LEVEL1_COST, //int cost; - LEVEL1_VALUE, //int value; - }, - { - PCL_ALIEN_LEVEL1_UPG, //int classnum; - "level1upg", //char *classname; - "In addition to the basic Basilisk abilities, the Advanced" - "Basilisk sprays a poisonous gas which disorients any" - "nearby humans. Has a strong healing aura that" - "that accelerates the healing rate of nearby aliens." - "It becomes invisible if stays still and has full health." - "It will become visible once Overmind is dead or it has < full health." - "It has an (powerful) Acid Bomb in his Butt wich can be used as a grenade.", - ( 1 << S2 )|( 1 << S3 ), //int stages - LEVEL1_UPG_HEALTH, //int health; - 0.0f, //float fallDamage; - LEVEL1_UPG_REGEN, //float regenRate; - SCA_FOVWARPS|SCA_WALLCLIMBER|SCA_ALIENSENSE, //int abilities; - WP_ALEVEL1_UPG, //weapon_t startWeapon - 0.0f, //float buildDist; - 120, //int fov; - 0.001f, //float bob; - 1.8f, //float bobCycle; - 60, //int steptime; - LEVEL1_UPG_SPEED, //float speed; - 10.0f, //float acceleration; - 1.0f, //float airAcceleration; - 6.0f, //float friction; - 300.0f, //float stopSpeed; - 310.0f, //float jumpMagnitude; - 1.1f, //float knockbackScale; - { PCL_ALIEN_LEVEL2, PCL_NONE, PCL_NONE }, //int children[ 3 ]; - LEVEL1_UPG_COST, //int cost; - LEVEL1_UPG_VALUE, //int value; - }, - { - PCL_ALIEN_LEVEL2, //int classnum; - "level2", //char *classname; - "Has a melee attack and the ability to jump off walls. This " - "allows the Marauder to gather great speed in enclosed areas.", - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - LEVEL2_HEALTH, //int health; - 0.0f, //float fallDamage; - LEVEL2_REGEN, //float regenRate; - SCA_WALLJUMPER|SCA_FOVWARPS|SCA_ALIENSENSE|SCA_WALLCLIMBER, //int abilities; - WP_ALEVEL2, //weapon_t startWeapon - 0.0f, //float buildDist; - 90, //int fov; - 0.001f, //float bob; - 1.5f, //float bobCycle; - 80, //int steptime; - LEVEL2_SPEED, //float speed; - 10.0f, //float acceleration; - 3.0f, //float airAcceleration; - 6.0f, //float friction; - 100.0f, //float stopSpeed; - 380.0f, //float jumpMagnitude; - 0.8f, //float knockbackScale; - { PCL_ALIEN_LEVEL5, PCL_ALIEN_LEVEL3, PCL_ALIEN_LEVEL2_UPG }, //int children[ 3 ]; - LEVEL2_COST, //int cost; - LEVEL2_VALUE, //int value; - }, - { - PCL_ALIEN_LEVEL2_UPG, //int classnum; - "level2upg", //char *classname; - "The Advanced Marauder has all the abilities of the basic Marauder " - "with the addition of an area effect electric shock attack. " - "It also has 3 barbs which may be used to attack humans " - "from a distance.", - ( 1 << S2 )|( 1 << S3 ), //int stages - LEVEL2_UPG_HEALTH, //int health; - 0.0f, //float fallDamage; - LEVEL2_UPG_REGEN, //float regenRate; - SCA_WALLJUMPER|SCA_FOVWARPS|SCA_ALIENSENSE|SCA_WALLCLIMBER, //int abilities; - WP_ALEVEL2_UPG, //weapon_t startWeapon - 0.0f, //float buildDist; - 90, //int fov; - 0.001f, //float bob; - 1.5f, //float bobCycle; - 80, //int steptime; - LEVEL2_UPG_SPEED, //float speed; - 10.0f, //float acceleration; - 3.0f, //float airAcceleration; - 6.0f, //float friction; - 100.0f, //float stopSpeed; - 380.0f, //float jumpMagnitude; - 0.7f, //float knockbackScale; - { PCL_ALIEN_LEVEL5, PCL_ALIEN_LEVEL3, PCL_NONE }, //int children[ 3 ]; - LEVEL2_UPG_COST, //int cost; - LEVEL2_UPG_VALUE, //int value; - }, - { - PCL_ALIEN_LEVEL5, //int classnum; - "level5", //char *classname; - "The Hummel can fly by pressing run / walk button" - "or bind a button with /bind BUTTON +speed /" - "set a key in Options/Controls/HummelFly", - ( 1 << S2 )|( 1 << S3 ), //int stages - LEVEL5_UPG_HEALTH, //int health; - 0.0f, //float fallDamage; - LEVEL5_UPG_REGEN, //float regenRate; - SCA_WALLJUMPER|SCA_FOVWARPS|SCA_ALIENSENSE|SCA_WALLCLIMBER, //int abilities; - WP_ALEVEL5, //weapon_t startWeapon - 0.0f, //float buildDist; - 90, //int fov; - 0.001f, //float bob; - 1.5f, //float bobCycle; - 80, //int steptime; - LEVEL5_UPG_SPEED, //float speed; - 9.0f, //float acceleration; - 5.0f, //float airAcceleration; - 6.0f, //float friction; - 90.0f, //float stopSpeed; - 250.0f, //float jumpMagnitude; - 0.7f, //float knockbackScale; - { PCL_ALIEN_LEVEL3, PCL_ALIEN_LEVEL3_UPG, PCL_NONE }, //int children[ 3 ]; - LEVEL5_UPG_COST, //int cost; - LEVEL5_UPG_VALUE, //int value; - }, - { - PCL_ALIEN_LEVEL3, //int classnum; - "level3", //char *classname; - "Possesses a melee attack and the pounce ability, which may " - "be used as both an attack and a means to reach remote " - "locations inaccessible from the ground.", - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - LEVEL3_HEALTH, //int health; - 0.0f, //float fallDamage; - LEVEL3_REGEN, //float regenRate; - SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities; - WP_ALEVEL3, //weapon_t startWeapon - 0.0f, //float buildDist; - 90, //int fov; - 0.0005f, //float bob; - 1.3f, //float bobCycle; - 90, //int steptime; - LEVEL3_SPEED, //float speed; - 10.0f, //float acceleration; - 1.0f, //float airAcceleration; - 6.0f, //float friction; - 200.0f, //float stopSpeed; - 270.0f, //float jumpMagnitude; - 0.3f, //float knockbackScale; - { PCL_ALIEN_LEVEL4, PCL_ALIEN_LEVEL3_UPG, PCL_NONE }, //int children[ 3 ]; - LEVEL3_COST, //int cost; - LEVEL3_VALUE, //int value; - }, - { - PCL_ALIEN_LEVEL3_UPG, //int classnum; - "level3upg", //char *classname; - "In addition to the basic Dragoon abilities, the Advanced " - "Dragoon has 3 barbs which may be used to attack humans " - "from a distance and it has a higher jump high.", - ( 1 << S2 )|( 1 << S3 ), //int stages - LEVEL3_UPG_HEALTH, //int health; - 0.0f, //float fallDamage; - LEVEL3_UPG_REGEN, //float regenRate; - SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities; - WP_ALEVEL3_UPG, //weapon_t startWeapon - 0.0f, //float buildDist; - 90, //int fov; - 0.0005f, //float bob; - 1.3f, //float bobCycle; - 90, //int steptime; - LEVEL3_UPG_SPEED, //float speed; - 10.0f, //float acceleration; - 1.0f, //float airAcceleration; - 6.0f, //float friction; - 200.0f, //float stopSpeed; - 270.0f, //float jumpMagnitude; - 0.2f, //float knockbackScale; - { PCL_ALIEN_LEVEL4, PCL_NONE, PCL_NONE }, //int children[ 3 ]; - LEVEL3_UPG_COST, //int cost; - LEVEL3_UPG_VALUE, //int value; - }, - { - PCL_ALIEN_LEVEL4, //int classnum; - "level4", //char *classname; - "A large alien with a strong melee attack, this class can " - "also charge at enemy humans and structures, inflicting " - "great damage. Any humans or their structures caught under " - "a falling Tyrant will be crushed by its weight.", - ( 1 << S3 ), //int stages - LEVEL4_HEALTH, //int health; - 0.0f, //float fallDamage; - LEVEL4_REGEN, //float regenRate; - SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities; - WP_ALEVEL4, //weapon_t startWeapon - 0.0f, //float buildDist; - 90, //int fov; - 0.001f, //float bob; - 1.1f, //float bobCycle; - 100, //int steptime; - LEVEL4_SPEED, //float speed; - 10.0f, //float acceleration; - 1.0f, //float airAcceleration; - 6.0f, //float friction; - 100.0f, //float stopSpeed; - 170.0f, //float jumpMagnitude; - 0.1f, //float knockbackScale; - { PCL_NONE, PCL_NONE, PCL_NONE }, //int children[ 3 ]; - LEVEL4_COST, //int cost; - LEVEL4_VALUE, //int value; - }, - { - PCL_HUMAN, //int classnum; - "human_base", //char *classname; - "", - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - 100, //int health; - 1.0f, //float fallDamage; - 0.0f, //float regenRate; - SCA_TAKESFALLDAMAGE|SCA_CANUSELADDERS, //int abilities; - WP_NONE, //special-cased in g_client.c //weapon_t startWeapon - 110.0f, //float buildDist; - 90, //int fov; - 0.002f, //float bob; - 1.0f, //float bobCycle; - 100, //int steptime; - 1.0f, //float speed; - 10.0f, //float acceleration; - 1.0f, //float airAcceleration; - 6.0f, //float friction; - 100.0f, //float stopSpeed; - 220.0f, //float jumpMagnitude; - 1.0f, //float knockbackScale; - { PCL_NONE, PCL_NONE, PCL_NONE }, //int children[ 3 ]; - 0, //int cost; - ALIEN_CREDITS_PER_KILL, //int value; - }, - { - PCL_HUMAN_BSUIT, //int classnum; - "human_bsuit", //char *classname; - "", - ( 1 << S3 ), //int stages - 100, //int health; - 1.0f, //float fallDamage; - 0.0f, //float regenRate; - SCA_TAKESFALLDAMAGE| - SCA_CANUSELADDERS, //int abilities; - WP_NONE, //special-cased in g_client.c //weapon_t startWeapon - 110.0f, //float buildDist; - 90, //int fov; - 0.002f, //float bob; - 1.0f, //float bobCycle; - 100, //int steptime; - 1.0f, //float speed; - 10.0f, //float acceleration; - 1.0f, //float airAcceleration; - 6.0f, //float friction; - 100.0f, //float stopSpeed; - 220.0f, //float jumpMagnitude; - 1.0f, //float knockbackScale; - { PCL_NONE, PCL_NONE, PCL_NONE }, //int children[ 3 ]; - 0, //int cost; - ALIEN_CREDITS_PER_KILL, //int value; - } -}; - -int bg_numClasses = sizeof( bg_classList ) / sizeof( bg_classList[ 0 ] ); -static const classAttributes_t nullClass = { 0 }; - -/* -============== -BG_ClassByName -============== -*/ -const classAttributes_t *BG_ClassByName( const char *name ) -{ - int i; - - for( i = 0; i < bg_numClasses; i++ ) - { - if( !Q_stricmp( bg_classList[ i ].name, name ) ) - return &bg_classList[ i ]; - } - return &nullClass; -} - -/* -============== -BG_Class -============== -*/ -const classAttributes_t *BG_Class( class_t class ) -{ - return ( class >= PCL_NONE && class < PCL_NUM_CLASSES ) ? - &bg_classList[ class ] : &nullClass; -} - -/* -============== -BG_ClassAllowedInStage -============== -*/ -qboolean BG_ClassAllowedInStage( class_t class, - stage_t stage ) -{ - int stages = BG_Class( class )->stages; - - return stages & ( 1 << stage ); -} - -static classConfig_t bg_classConfigList[ PCL_NUM_CLASSES ]; -/* -============== -BG_ClassConfig -============== -*/ -classConfig_t *BG_ClassConfig( class_t class ) -{ - return &bg_classConfigList[ class ]; -} - -/* -============== -BG_ClassBoundingBox -============== -*/ -void BG_ClassBoundingBox( class_t class, - vec3_t mins, vec3_t maxs, - vec3_t cmaxs, vec3_t dmins, vec3_t dmaxs ) -{ - classConfig_t *classConfig = BG_ClassConfig( class ); - - if( mins != NULL ) - VectorCopy( classConfig->mins, mins ); - - if( maxs != NULL ) - VectorCopy( classConfig->maxs, maxs ); - - if( cmaxs != NULL ) - VectorCopy( classConfig->crouchMaxs, cmaxs ); - - if( dmins != NULL ) - VectorCopy( classConfig->deadMins, dmins ); - - if( dmaxs != NULL ) - VectorCopy( classConfig->deadMaxs, dmaxs ); -} - -/* -============== -BG_ClassHasAbility -============== -*/ -qboolean BG_ClassHasAbility( class_t class, int ability ) -{ - int abilities = BG_Class( class )->abilities; - return abilities & ability; -} - -/* -============== -BG_ClassCanEvolveFromTo -============== -*/ -int BG_ClassCanEvolveFromTo( class_t fclass, - class_t tclass, - int credits, int stage, - int cost ) -{ - int i, j, best, value; - - if( credits < cost || fclass == PCL_NONE || tclass == PCL_NONE || - fclass == tclass ) - return -1; - - for( i = 0; i < bg_numClasses; i++ ) - - { - if( bg_classList[ i ].number != fclass ) - continue; - - best = credits + 1; - for( j = 0; j < 3; j++ ) - { - int thruClass, evolveCost; - - thruClass = bg_classList[ i ].children[ j ]; - if( thruClass == PCL_NONE || !BG_ClassAllowedInStage( thruClass, stage ) || - !BG_ClassIsAllowed( thruClass ) ) - continue; - - evolveCost = BG_Class( thruClass )->cost * ALIEN_CREDITS_PER_KILL; - if( thruClass == tclass ) - value = cost + evolveCost; - else - value = BG_ClassCanEvolveFromTo( thruClass, tclass, credits, stage, - cost + evolveCost ); - - if( value >= 0 && value < best ) - best = value; - } - - return best <= credits ? best : -1; - } - - Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_ClassCanEvolveFromTo\n" ); - return -1; -} - -/* -============== -BG_AlienCanEvolve -============== -*/ -qboolean BG_AlienCanEvolve( class_t class, int credits, int stage ) -{ - int i, j, tclass; - - for( i = 0; i < bg_numClasses; i++ ) - { - if( bg_classList[ i ].number != class ) - continue; - - for( j = 0; j < 3; j++ ) - { - tclass = bg_classList[ i ].children[ j ]; - if( tclass != PCL_NONE && - BG_ClassAllowedInStage( tclass, stage ) && - BG_ClassIsAllowed( tclass ) && - credits >= BG_Class( tclass )->cost * ALIEN_CREDITS_PER_KILL ) - return qtrue; - } - return qfalse; - } - Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_AlienCanEvolve\n" ); - return qfalse; -} - -/* -====================== -BG_ParseClassFile - -Parses a configuration file describing a class -====================== -*/ -static qboolean BG_ParseClassFile( const char *filename, classConfig_t *cc ) -{ - char *text_p; - int i; - int len; - char *token; - char text[ 20000 ]; - fileHandle_t f; - float scale = 0.0f; - int defined = 0; - enum - { - MODEL = 1 << 0, - SKIN = 1 << 1, - HUD = 1 << 2, - MODELSCALE = 1 << 3, - SHADOWSCALE = 1 << 4, - MINS = 1 << 5, - MAXS = 1 << 6, - DEADMINS = 1 << 7, - DEADMAXS = 1 << 8, - CROUCHMAXS = 1 << 9, - VIEWHEIGHT = 1 << 10, - CVIEWHEIGHT = 1 << 11, - ZOFFSET = 1 << 12, - NAME = 1 << 13, - SHOULDEROFFSETS = 1 << 14 - }; - - // load the file - len = trap_FS_FOpenFile( filename, &f, FS_READ ); - if( len < 0 ) - return qfalse; - - if( len == 0 || len >= sizeof( text ) - 1 ) - { - trap_FS_FCloseFile( f ); - Com_Printf( S_COLOR_RED "ERROR: Class file %s is %s\n", filename, - len == 0 ? "empty" : "too long" ); - return qfalse; - } - - trap_FS_Read( text, len, f ); - text[ len ] = 0; - trap_FS_FCloseFile( f ); - - // parse the text - text_p = text; - - // read optional parameters - while( 1 ) - { - token = COM_Parse( &text_p ); - - if( !token ) - break; - - if( !Q_stricmp( token, "" ) ) - break; - - if( !Q_stricmp( token, "model" ) ) - { - token = COM_Parse( &text_p ); - if( !token ) - break; - - Q_strncpyz( cc->modelName, token, sizeof( cc->modelName ) ); - - defined |= MODEL; - continue; - } - else if( !Q_stricmp( token, "skin" ) ) - { - token = COM_Parse( &text_p ); - if( !token ) - break; - - Q_strncpyz( cc->skinName, token, sizeof( cc->skinName ) ); - - defined |= SKIN; - continue; - } - else if( !Q_stricmp( token, "hud" ) ) - { - token = COM_Parse( &text_p ); - if( !token ) - break; - - Q_strncpyz( cc->hudName, token, sizeof( cc->hudName ) ); - - defined |= HUD; - continue; - } - else if( !Q_stricmp( token, "modelScale" ) ) - { - token = COM_Parse( &text_p ); - if( !token ) - break; - - scale = atof( token ); - - if( scale < 0.0f ) - scale = 0.0f; - - cc->modelScale = scale; - - defined |= MODELSCALE; - continue; - } - else if( !Q_stricmp( token, "shadowScale" ) ) - { - token = COM_Parse( &text_p ); - if( !token ) - break; - - scale = atof( token ); - - if( scale < 0.0f ) - scale = 0.0f; - - cc->shadowScale = scale; - - defined |= SHADOWSCALE; - continue; - } - else if( !Q_stricmp( token, "mins" ) ) - { - for( i = 0; i <= 2; i++ ) - { - token = COM_Parse( &text_p ); - if( !token ) - break; - - cc->mins[ i ] = atof( token ); - } - - defined |= MINS; - continue; - } - else if( !Q_stricmp( token, "maxs" ) ) - { - for( i = 0; i <= 2; i++ ) - { - token = COM_Parse( &text_p ); - if( !token ) - break; - - cc->maxs[ i ] = atof( token ); - } - - defined |= MAXS; - continue; - } - else if( !Q_stricmp( token, "deadMins" ) ) - { - for( i = 0; i <= 2; i++ ) - { - token = COM_Parse( &text_p ); - if( !token ) - break; - - cc->deadMins[ i ] = atof( token ); - } - - defined |= DEADMINS; - continue; - } - else if( !Q_stricmp( token, "deadMaxs" ) ) - { - for( i = 0; i <= 2; i++ ) - { - token = COM_Parse( &text_p ); - if( !token ) - break; - - cc->deadMaxs[ i ] = atof( token ); - } - - defined |= DEADMAXS; - continue; - } - else if( !Q_stricmp( token, "crouchMaxs" ) ) - { - for( i = 0; i <= 2; i++ ) - { - token = COM_Parse( &text_p ); - if( !token ) - break; - - cc->crouchMaxs[ i ] = atof( token ); - } - - defined |= CROUCHMAXS; - continue; - } - else if( !Q_stricmp( token, "viewheight" ) ) - { - token = COM_Parse( &text_p ); - cc->viewheight = atoi( token ); - defined |= VIEWHEIGHT; - continue; - } - else if( !Q_stricmp( token, "crouchViewheight" ) ) - { - token = COM_Parse( &text_p ); - cc->crouchViewheight = atoi( token ); - defined |= CVIEWHEIGHT; - continue; - } - else if( !Q_stricmp( token, "zOffset" ) ) - { - float offset; - - token = COM_Parse( &text_p ); - if( !token ) - break; - - offset = atof( token ); - - cc->zOffset = offset; - - defined |= ZOFFSET; - continue; - } - else if( !Q_stricmp( token, "name" ) ) - { - token = COM_Parse( &text_p ); - if( !token ) - break; - - Q_strncpyz( cc->humanName, token, sizeof( cc->humanName ) ); - - defined |= NAME; - continue; - } - else if( !Q_stricmp( token, "shoulderOffsets" ) ) - { - for( i = 0; i <= 2; i++ ) - { - token = COM_Parse( &text_p ); - if( !token ) - break; - - cc->shoulderOffsets[ i ] = atof( token ); - } - - defined |= SHOULDEROFFSETS; - continue; - } - - Com_Printf( S_COLOR_RED "ERROR: unknown token '%s'\n", token ); - return qfalse; - } - - if( !( defined & MODEL ) ) token = "model"; - else if( !( defined & SKIN ) ) token = "skin"; - else if( !( defined & HUD ) ) token = "hud"; - else if( !( defined & MODELSCALE ) ) token = "modelScale"; - else if( !( defined & SHADOWSCALE ) ) token = "shadowScale"; - else if( !( defined & MINS ) ) token = "mins"; - else if( !( defined & MAXS ) ) token = "maxs"; - else if( !( defined & DEADMINS ) ) token = "deadMins"; - else if( !( defined & DEADMAXS ) ) token = "deadMaxs"; - else if( !( defined & CROUCHMAXS ) ) token = "crouchMaxs"; - else if( !( defined & VIEWHEIGHT ) ) token = "viewheight"; - else if( !( defined & CVIEWHEIGHT ) ) token = "crouchViewheight"; - else if( !( defined & ZOFFSET ) ) token = "zOffset"; - else if( !( defined & NAME ) ) token = "name"; - else if( !( defined & SHOULDEROFFSETS ) ) token = "shoulderOffsets"; - else token = ""; - - if( strlen( token ) > 0 ) - { - Com_Printf( S_COLOR_RED "ERROR: %s not defined in %s\n", - token, filename ); - return qfalse; - } - return qtrue; -} - -/* -=============== -BG_InitClassConfigs -=============== -*/ -void BG_InitClassConfigs( void ) -{ - int i; - classConfig_t *cc; - - for( i = PCL_NONE; i < PCL_NUM_CLASSES; i++ ) - { - cc = BG_ClassConfig( i ); - - BG_ParseClassFile( va( "configs/classes/%s.cfg", - BG_Class( i )->name ), cc ); - } -} - -static const weaponAttributes_t bg_weapons[ ] = -{ - { - WP_ALEVEL0, //int weaponNum; - 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "level0", //char *weaponName; - "Bite", //char *humanName; - "", - 0, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qfalse, //int usesEnergy; - LEVEL0_BITE_REPEAT, //int repeatRate1; - 0, //int repeatRate2; - 0, //int repeatRate3; - 0, //int reloadTime; - LEVEL0_BITE_K_SCALE, //float knockbackScale; - qfalse, //qboolean hasAltMode; - qfalse, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qfalse, //qboolean purchasable; - qfalse, //qboolean longRanged; - TEAM_ALIENS //team_t team; - }, - { - WP_ALEVEL0_UPG, //int weaponNum; - 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "level0upg", //char *weaponName; - "Bite Upgrade", //char *humanName; - "", - 0, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qfalse, //int usesEnergy; - LEVEL0_BITE_REPEAT, //int repeatRate1; - 0, //int repeatRate2; - 0, //int repeatRate3; - 0, //int reloadTime; - LEVEL0_BITE_K_SCALE, //float knockbackScale; - qfalse, //qboolean hasAltMode; - qfalse, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qfalse, //qboolean purchasable; - qfalse, //qboolean longRanged; - TEAM_ALIENS //team_t team; - }, - { - WP_ALEVEL1, //int weaponNum; - 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "level1", //char *weaponName; - "Claws", //char *humanName; - "", - 1, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qfalse, //int usesEnergy; - LEVEL1_CLAW_REPEAT, //int repeatRate1; - 0, //int repeatRate2; - ABOMB2_REPEAT, //int repeatRate3; - 0, //int reloadTime; - LEVEL1_CLAW_K_SCALE, //float knockbackScale; - qfalse, //qboolean hasAltMode; - qtrue, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qfalse, //qboolean purchasable; - qfalse, //qboolean longRanged; - TEAM_ALIENS //team_t team; - }, - { - WP_ALEVEL1_UPG, //int weaponNum; - 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "level1upg", //char *weaponName; - "Claws Upgrade", //char *humanName; - "", - 1, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qfalse, //int usesEnergy; - LEVEL1_CLAW_U_REPEAT, //int repeatRate1; - LEVEL1_PCLOUD_REPEAT, //int repeatRate2; - ABOMB_REPEAT, //int repeatRate3; - 0, //int reloadTime; - LEVEL1_CLAW_U_K_SCALE,//float knockbackScale; - qtrue, //qboolean hasAltMode; - qtrue, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qfalse, //qboolean purchasable; - qtrue, //qboolean longRanged; - TEAM_ALIENS //team_t team; - }, - { - WP_ALEVEL2, //int weaponNum; - 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "level2", //char *weaponName; - "Claws", //char *humanName; - "", - 0, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qfalse, //int usesEnergy; - LEVEL2_CLAW_REPEAT, //int repeatRate1; - 0, //int repeatRate2; - 0, //int repeatRate3; - 0, //int reloadTime; - LEVEL2_CLAW_K_SCALE, //float knockbackScale; - qfalse, //qboolean hasAltMode; - qfalse, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qfalse, //qboolean purchasable; - qfalse, //qboolean longRanged; - TEAM_ALIENS //team_t team; - }, - { - WP_ALEVEL2_UPG, //int weaponNum; - 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "level2upg", //char *weaponName; - "Zap", //char *humanName; - "", - 3, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qfalse, //int usesEnergy; - LEVEL2_CLAW_U_REPEAT, //int repeatRate1; - LEVEL2_AREAZAP_REPEAT,//int repeatRate2; - LEVEL2_BOUNCEBALL_REPEAT,//int repeatRate3; - 0, //int reloadTime; - LEVEL2_CLAW_U_K_SCALE,//float knockbackScale; - qtrue, //qboolean hasAltMode; - qtrue, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qfalse, //qboolean purchasable; - qtrue, //qboolean longRanged; - TEAM_ALIENS //team_t team; - }, - { - WP_ALEVEL5, //int weaponNum; - 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "level5", //char *weaponName; - "prickles", //char *humanName; - "", - 10, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qfalse, //int usesEnergy; - LEVEL5_CLAW_U_REPEAT, //int repeatRate1; - LEVEL5_POUNCE_REPEAT, //int repeatRate2; - LEVEL5_PRICKLES_REPEAT, //int repeatRate3; - 0, //int reloadTime; - LEVEL5_CLAW_U_K_SCALE, //float knockbackScale; - qfalse, //qboolean hasAltMode; - qtrue, //qboolean hasThirdMode; - qtrue, //qboolean canZoom; - 90.0f, //float zoomFov; - qfalse, //qboolean purchasable; - qtrue, //qboolean longRanged; - TEAM_ALIENS //team_t team; - }, - { - WP_ALEVEL3, //int weaponNum; - 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "level3", //char *weaponName; - "Pounce", //char *humanName; - "", - 0, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qfalse, //int usesEnergy; - LEVEL3_CLAW_REPEAT, //int repeatRate1; - 0, //int repeatRate2; - 0, //int repeatRate3; - 0, //int reloadTime; - LEVEL3_CLAW_K_SCALE, //float knockbackScale; - qfalse, //qboolean hasAltMode; - qfalse, //qboolean hasThirdMode; - qtrue, //qboolean canZoom; - 100.0f, //float zoomFov; - qfalse, //qboolean purchasable; - qfalse, //qboolean longRanged; - TEAM_ALIENS //team_t team; - }, - { - WP_ALEVEL3_UPG, //int weaponNum; - 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "level3upg", //char *weaponName; - "Pounce (upgrade)", //char *humanName; - "", - 3, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qfalse, //int usesEnergy; - LEVEL3_CLAW_U_REPEAT, //int repeatRate1; - 0, //int repeatRate2; - LEVEL3_BOUNCEBALL_REPEAT,//int repeatRate3; - 0, //int reloadTime; - LEVEL3_CLAW_U_K_SCALE,//float knockbackScale; - qfalse, //qboolean hasAltMode; - qtrue, //qboolean hasThirdMode; - qtrue, //qboolean canZoom; - 90.0f, //float zoomFov; - qfalse, //qboolean purchasable; - qtrue, //qboolean longRanged; - TEAM_ALIENS //team_t team; - }, - { - WP_ALEVEL4, //int weaponNum; - 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "level4", //char *weaponName; - "Charge", //char *humanName; - "", - 3, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qfalse, //int usesEnergy; - LEVEL4_CLAW_REPEAT, //int repeatRate1; - 0, //int repeatRate2; - LEVEL4_FIREBREATHREPEAT, //int repeatRate3; - 0, //int reloadTime; - LEVEL4_CLAW_K_SCALE, //float knockbackScale; - qfalse, //qboolean hasAltMode; - qtrue, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qfalse, //qboolean purchasable; - qfalse, //qboolean longRanged; - TEAM_ALIENS //team_t team; - }, - - { - WP_BLASTER, //int weaponNum; - 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - 0, //int slots; - "blaster", //char *weaponName; - "[yefarms]Blaster", //char *humanName; - "", - 0, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qfalse, //int usesEnergy; - BLASTER_REPEAT, //int repeatRate1; - 0, //int repeatRate2; - 0, //int repeatRate3; - 0, //int reloadTime; - BLASTER_K_SCALE, //float knockbackScale; - qfalse, //qboolean hasAltMode; - qfalse, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qfalse, //qboolean purchasable; - qtrue, //qboolean longRanged; - TEAM_HUMANS //team_t team; - }, - { - WP_MACHINEGUN, //int weaponNum; - RIFLE_PRICE, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "rifle", //char *weaponName; - "[yefarms]Rifle", //char *humanName; - "Basic weapon. Cased projectile weapon, with a slow clip based " - "reload system & a fast 2nd mode.", - RIFLE_CLIPSIZE, //int maxAmmo; - RIFLE_MAXCLIPS, //int maxClips; - qfalse, //int infiniteAmmo; - qfalse, //int usesEnergy; - RIFLE_REPEAT, //int repeatRate1; - RIFLE_REPEAT2, //int repeatRate2; - 0, //int repeatRate3; - RIFLE_RELOAD, //int reloadTime; - RIFLE_K_SCALE, //float knockbackScale; - qtrue, //qboolean hasAltMode; - qfalse, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qtrue, //qboolean purchasable; - qtrue, //qboolean longRanged; - TEAM_HUMANS //team_t team; - }, - { - WP_PAIN_SAW, //int weaponNum; - PAINSAW_PRICE, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "psaw", //char *weaponName; - "[yefarms]Pain Saw", //char *humanName; - "Similar to a chainsaw, but instead of a chain it has an " - "electric arc capable of dealing a great deal of damage at " - "close range. It has a blade mode for secondary fire", - 0, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qfalse, //int usesEnergy; - PAINSAW_REPEAT, //int repeatRate1; - PAINSAW_REPEAT2, //int repeatRate2; - 0, //int repeatRate3; - 0, //int reloadTime; - PAINSAW_K_SCALE, //float knockbackScale; - qtrue, //qboolean hasAltMode; - qfalse, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qtrue, //qboolean purchasable; - qfalse, //qboolean longRanged; - TEAM_HUMANS //team_t team; - }, - { - WP_SHOTGUN, //int weaponNum; - SHOTGUN_PRICE, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "shotgun", //char *weaponName; - "[yefarms]Shotgun", //char *humanName; - "Close range weapon that is useful against larger foes. " - "It has a slow repeat rate, but can be devastatingly " - "effective.", - SHOTGUN_SHELLS, //int maxAmmo; - SHOTGUN_MAXCLIPS, //int maxClips; - qfalse, //int infiniteAmmo; - qfalse, //int usesEnergy; - SHOTGUN_REPEAT, //int repeatRate1; - 0, //int repeatRate2; - 0, //int repeatRate3; - SHOTGUN_RELOAD, //int reloadTime; - SHOTGUN_K_SCALE, //float knockbackScale; - qfalse, //qboolean hasAltMode; - qfalse, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qtrue, //qboolean purchasable; - qtrue, //qboolean longRanged; - TEAM_HUMANS //team_t team; - }, - { - WP_LAS_GUN, //int weaponNum; - LASGUN_PRICE, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "lgun", //char *weaponName; - "[yefarms]Las Gun", //char *humanName; - "Slightly more powerful than the basic rifle, rapidly fires " - "small packets of energy.", - LASGUN_AMMO, //int maxAmmo; - 0, //int maxClips; - qfalse, //int infiniteAmmo; - qtrue, //int usesEnergy; - LASGUN_REPEAT, //int repeatRate1; - 0, //int repeatRate2; - 0, //int repeatRate3; - LASGUN_RELOAD, //int reloadTime; - LASGUN_K_SCALE, //float knockbackScale; - qfalse, //qboolean hasAltMode; - qfalse, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qtrue, //qboolean purchasable; - qtrue, //qboolean longRanged; - TEAM_HUMANS //team_t team; - }, - { - WP_MASS_DRIVER, //int weaponNum; - MDRIVER_PRICE, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "mdriver", //char *weaponName; - "[yefarms]Mass Driver", //char *humanName; - "A portable particle accelerator which causes minor nuclear " - "reactions at the point of impact. It has a very large " - "payload, but fires slowly. The secondary fire mode is " - "triggered with a combo of [primary attack] and [activate upgrade]. " - "It needs a full clip and fires a target seeking ball-lightning " - "towarads the enemy. It is available at S3", - MDRIVER_CLIPSIZE, //int maxAmmo; - MDRIVER_MAXCLIPS, //int maxClips; - qfalse, //int infiniteAmmo; - qtrue, //int usesEnergy; - MDRIVER_REPEAT, //int repeatRate1; - 0, //int repeatRate2; - MDRIVER_REPEAT2, //int repeatRate3; - MDRIVER_RELOAD, //int reloadTime; - MDRIVER_K_SCALE, //float knockbackScale; - qfalse, //qboolean hasAltMode; - qtrue, //qboolean hasThirdMode; - qtrue, //qboolean canZoom; - 25.0f, //float zoomFov; - qtrue, //qboolean purchasable; - qtrue, //qboolean longRanged; - TEAM_HUMANS //team_t team; - }, - { - WP_CHAINGUN, //int weaponNum; - CHAINGUN_PRICE, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "chaingun", //char *weaponName; - "[yefarms]Chaingun", //char *humanName; - "Belt drive, cased projectile weapon. It has a high repeat " - "rate but a wide firing angle and is therefore relatively " - "inaccurate.", - CHAINGUN_BULLETS, //int maxAmmo; - 0, //int maxClips; - qfalse, //int infiniteAmmo; - qfalse, //int usesEnergy; - CHAINGUN_REPEAT, //int repeatRate1; - CHAINGUN_REPEAT2, //int repeatRate2; - 0, //int repeatRate3; - 0, //int reloadTime; - CHAINGUN_K_SCALE, //float knockbackScale; - qtrue, //qboolean hasAltMode; - qfalse, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qtrue, //qboolean purchasable; - qtrue, //qboolean longRanged; - TEAM_HUMANS //team_t team; - }, - { - WP_FLAMER, //int weaponNum; - FLAMER_PRICE, //int price; - ( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "flamer", //char *weaponName; - "[yefarms]Flame Thrower", //char *humanName; - "Sprays fire at its target. It is powered by compressed " - "gas. The relatively low rate of fire means this weapon is most " - "effective against static targets.", - 150, //int maxAmmo; - 1, //int maxClips; - qfalse, //int infiniteAmmo; - qfalse, //int usesEnergy; - FLAMER_REPEAT, //int repeatRate1; - FLAMER_SECONDARY_REPEAT, //int repeatRate2; - FLAMER_REPEAT, //int repeatRate3; - 3000, //int reloadTime; - FLAMER_K_SCALE, //float knockbackScale; - qtrue, //qboolean hasAltMode; - qtrue, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qtrue, //qboolean purchasable; - qtrue, //qboolean longRanged; - TEAM_HUMANS //team_t team; - }, - { - WP_PULSE_RIFLE, //int weaponNum; - PRIFLE_PRICE, //int price; - ( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "prifle", //char *weaponName; - "[yefarms]Pulse Rifle", //char *humanName; - "An energy weapon that fires rapid pulses of concentrated energy.", - PRIFLE_CLIPS, //int maxAmmo; - PRIFLE_MAXCLIPS, //int maxClips; - qfalse, //int infiniteAmmo; - qtrue, //int usesEnergy; - PRIFLE_REPEAT, //int repeatRate1; - PRIFLE_SECONDARY_REPEAT, //int repeatRate2; - 0, //int repeatRate3; - PRIFLE_RELOAD, //int reloadTime; - PRIFLE_K_SCALE, //float knockbackScale; - qtrue, //qboolean hasAltMode; - qfalse, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qtrue, //qboolean purchasable; - qtrue, //qboolean longRanged; - TEAM_HUMANS //team_t team; - }, - { - WP_LUCIFER_CANNON, //int weaponNum; - LCANNON_PRICE, //int price; - ( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "lcannon", //char *weaponName; - "[yefarms]Lucifer Cannon", //char *humanName; - "Blaster technology scaled up to deliver devastating power. " - "Primary fire must be charged before firing. It has a quick " - "secondary attack that does not require charging.", - LCANNON_AMMO, //int maxAmmo; - 0, //int maxClips; - qfalse, //int infiniteAmmo; - qtrue, //int usesEnergy; - LCANNON_REPEAT, //int repeatRate1; - LCANNON_SECONDARY_REPEAT, //int repeatRate2; - 0, //int repeatRate3; - LCANNON_RELOAD, //int reloadTime; - LCANNON_K_SCALE, //float knockbackScale; - qtrue, //qboolean hasAltMode; - qfalse, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qtrue, //qboolean purchasable; - qtrue, //qboolean longRanged; - TEAM_HUMANS //team_t team; - }, - { - WP_GRENADE, //int weaponNum; - GRENADE_PRICE, //int price; - ( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_NONE, //int slots; - "grenade", //char *weaponName; - "Grenade", //char *humanName; - "", - 1, //int maxAmmo; - 0, //int maxClips; - qfalse, //int infiniteAmmo; - qfalse, //int usesEnergy; - GRENADE_REPEAT, //int repeatRate1; - 0, //int repeatRate2; - 0, //int repeatRate3; - 0, //int reloadTime; - GRENADE_K_SCALE, //float knockbackScale; - qfalse, //qboolean hasAltMode; - qfalse, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qfalse, //qboolean purchasable; - qfalse, //qboolean longRanged; - TEAM_HUMANS //team_t team; - }, - { - WP_LOCKBLOB_LAUNCHER, //int weaponNum; - 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "lockblob", //char *weaponName; - "Lock Blob", //char *humanName; - "", - 0, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qfalse, //int usesEnergy; - 500, //int repeatRate1; - 500, //int repeatRate2; - 500, //int repeatRate3; - 0, //int reloadTime; - LOCKBLOB_K_SCALE, //float knockbackScale; - qfalse, //qboolean hasAltMode; - qfalse, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qfalse, //qboolean purchasable; - qfalse, //qboolean longRanged; - TEAM_ALIENS //team_t team; - }, - { - WP_HIVE, //int weaponNum; - 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "hive", //char *weaponName; - "Hive", //char *humanName; - "", - 0, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qfalse, //int usesEnergy; - 500, //int repeatRate1; - 500, //int repeatRate2; - 500, //int repeatRate3; - 0, //int reloadTime; - HIVE_K_SCALE, //float knockbackScale; - qfalse, //qboolean hasAltMode; - qfalse, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qfalse, //qboolean purchasable; - qfalse, //qboolean longRanged; - TEAM_ALIENS //team_t team; - }, - { - WP_TESLAGEN, //int weaponNum; - 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "teslagen", //char *weaponName; - "Tesla Generator", //char *humanName; - "", - 0, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qtrue, //int usesEnergy; - 500, //int repeatRate1; - 500, //int repeatRate2; - 500, //int repeatRate3; - 0, //int reloadTime; - TESLAGEN_K_SCALE, //float knockbackScale; - qfalse, //qboolean hasAltMode; - qfalse, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qfalse, //qboolean purchasable; - qfalse, //qboolean longRanged; - TEAM_HUMANS //team_t team; - }, - { - WP_MGTURRET, //int weaponNum; - 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "mgturret", //char *weaponName; - "Machinegun Turret", //char *humanName; - "", - 0, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qfalse, //int usesEnergy; - 0, //int repeatRate1; - 0, //int repeatRate2; - 0, //int repeatRate3; - 0, //int reloadTime; - MGTURRET_K_SCALE, //float knockbackScale; - qfalse, //qboolean hasAltMode; - qfalse, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qfalse, //qboolean purchasable; - qfalse, //qboolean longRanged; - TEAM_HUMANS //team_t team; - }, - { - WP_MGTURRET2, //int weaponNum; - 0, //int price; - ( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "mgturret2", //char *weaponName; - "Machinegun Turret2", //char *humanName; - "", - 0, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qfalse, //int usesEnergy; - 0, //int repeatRate1; - 0, //int repeatRate2; - 0, //int repeatRate3; - 0, //int reloadTime; - MGTURRET2_K_SCALE, //float knockbackScale; - qfalse, //qboolean hasAltMode; - qfalse, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qfalse, //qboolean purchasable; - qfalse, //qboolean longRanged; - TEAM_HUMANS //team_t team; - }, - { - WP_ABUILD, //int weaponNum; - 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "abuild", //char *weaponName; - "Alien build weapon", //char *humanName; - "", - 0, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qfalse, //int usesEnergy; - ABUILDER_BUILD_REPEAT,//int repeatRate1; - ABUILDER_CLAW_REPEAT, //int repeatRate2; - 0, //int repeatRate3; - 0, //int reloadTime; - ABUILDER_CLAW_K_SCALE,//float knockbackScale; - qtrue, //qboolean hasAltMode; - qfalse, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qtrue, //qboolean purchasable; - qfalse, //qboolean longRanged; - TEAM_ALIENS //team_t team; - }, - { - WP_ABUILD2, //int weaponNum; - 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "abuildupg", //char *weaponName; - "Alien build weapon2",//char *humanName; - "", - 0, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qfalse, //int usesEnergy; - ABUILDER_BUILD_REPEAT,//int repeatRate1; - ABUILDER_CLAW_REPEAT, //int repeatRate2; - ABUILDER_BLOB_REPEAT, //int repeatRate3; - 0, //int reloadTime; - ABUILDER_CLAW_K_SCALE,//float knockbackScale; - qtrue, //qboolean hasAltMode; - qtrue, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qtrue, //qboolean purchasable; - qfalse, //qboolean longRanged; - TEAM_ALIENS //team_t team; - }, - { - WP_HBUILD, //int weaponNum; - HBUILD_PRICE, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_WEAPON, //int slots; - "ckit", //char *weaponName; - "[yetool]Construction Kit", //char *humanName; - "Used for building structures. This includes " - "spawns, power and basic defense. More structures become " - "available with new stages.", - 0, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qfalse, //int usesEnergy; - HBUILD_REPEAT, //int repeatRate1; - 0, //int repeatRate2; - 0, //int repeatRate3; - 0, //int reloadTime; - 0.0f, //float knockbackScale; - qtrue, //qboolean hasAltMode; - qfalse, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qtrue, //qboolean purchasable; - qfalse, //qboolean longRanged; - TEAM_HUMANS //team_t team; - } -}; - -int bg_numWeapons = sizeof( bg_weapons ) / sizeof( bg_weapons[ 0 ] ); -static const weaponAttributes_t nullWeapon = { 0 }; - -/* -============== -BG_WeaponByName -============== -*/ -const weaponAttributes_t *BG_WeaponByName( const char *name ) -{ - int i; - - for( i = 0; i < bg_numWeapons; i++ ) - { - if( !Q_stricmp( bg_weapons[ i ].name, name ) ) - { - return &bg_weapons[ i ]; - } - } - return &nullWeapon; -} - -/* -============== -BG_Weapon -============== -*/ -const weaponAttributes_t *BG_Weapon( weapon_t weapon ) -{ - return ( weapon > WP_NONE && weapon < WP_NUM_WEAPONS ) ? - &bg_weapons[ weapon - 1 ] : &nullWeapon; -} - -/* -============== -BG_WeaponAllowedInStage -============== -*/ -qboolean BG_WeaponAllowedInStage( weapon_t weapon, stage_t stage ) -{ - int stages = BG_Weapon( weapon )->stages; - - return stages & ( 1 << stage ); -} - -static const upgradeAttributes_t bg_upgrades[ ] = -{ - { - UP_LIGHTARMOUR, //int upgradeNum; - LIGHTARMOUR_PRICE, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_TORSO|SLOT_ARMS|SLOT_LEGS, //int slots; - "larmour", //char *upgradeName; - "[yeshield]Light Armour", //char *humanName; - "Protective armour that helps to defend against light alien melee " - "attacks.", - "icons/iconu_larmour", - qtrue, //qboolean purchasable - qfalse, //qboolean usable - TEAM_HUMANS //team_t team; - }, - { - UP_HELMET, //int upgradeNum; - HELMET_PRICE, //int price; - ( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_HEAD, //int slots; - "helmet", //char *upgradeName; - "[yeshield]Helmet", //char *humanName; - "In addition to protecting your head, the helmet provides a " - "scanner indicating the presence of any friendly or hostile " - "lifeforms and structures in your immediate vicinity.", - "icons/iconu_helmet", - qtrue, //qboolean purchasable - qfalse, //qboolean usable - TEAM_HUMANS //team_t team; - }, - { - UP_MEDKIT, //int upgradeNum; - MEDKIT_PRICE, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_NONE, //int slots; - "medkit", //char *upgradeName; - "[yemed]Medkit", //char *humanName; - "Basic health kit. ", - "icons/iconu_atoxin", - qtrue, //qboolean purchasable - qtrue, //qboolean usable - TEAM_HUMANS //team_t team; - }, - { - UP_BIOKIT, //int upgradeNum; - BIOKIT_PRICE, //int price; - ( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_NONE, //int slots; - "biokit", //char *upgradeName; - "[yebiok]Biokit", //char *humanName; - "The Biokit is a biological enhancement system that heals " - "wounds, improves stamina, and provides some resistance to " - "alien infection.", - "icons/iconu_biokit", - qtrue, //qboolean purchasable - qfalse, //qboolean usable - TEAM_HUMANS //team_t team; - }, - { - UP_CLOAK, //int upgradeNum; - CLOAK_PRICE, //int price; - ( 1 << S2 )|( 1 << S3 ),//int stages - SLOT_NONE, //int slots; - "cloak", //char *upgradeName; - "[yecloa]Cloak", //char *humanName; - "Invisibility cloak that can be used to sneak up on aliens " - "without being seen. The cloak lasts for 30 seconds once it " - "is activated. Back-mounted battery pack and jet pack will " - "stay visible.", - "icons/iconu_cloak", - qtrue, //qboolean purchasable - qtrue, //qboolean usable - TEAM_HUMANS //team_t team; - }, - { - UP_BATTPACK, //int upgradeNum; - BATTPACK_PRICE, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_BACKPACK, //int slots; - "battpack", //char *upgradeName; - "[yebat]Battery Pack", //char *humanName; - "Back-mounted battery pack that permits storage of one and a half " - "times the normal energy capacity for energy weapons.", - "icons/iconu_battpack", - qtrue, //qboolean purchasable - qfalse, //qboolean usable - TEAM_HUMANS //team_t team; - }, - { - UP_JETPACK, //int upgradeNum; - JETPACK_PRICE, //int price; - ( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_BACKPACK, //int slots; - "jetpack", //char *upgradeName; - "[yejet]Jet Pack", //char *humanName; - "Back-mounted jet pack that enables the user to fly to remote " - "locations. It is very useful against alien spawns in hard " - "to reach spots.", - "icons/iconu_jetpack", - qtrue, //qboolean purchasable - qtrue, //qboolean usable - TEAM_HUMANS //team_t team; - }, - { - UP_BATTLESUIT, //int upgradeNum; - BSUIT_PRICE, //int price; - ( 1 << S3 ), //int stages - SLOT_HEAD|SLOT_TORSO|SLOT_ARMS|SLOT_LEGS|SLOT_BACKPACK, //int slots; - "bsuit", //char *upgradeName; - "[yeshield]Battlesuit", //char *humanName; - "A full body armour that is highly effective at repelling alien attacks. " - "It allows the user to enter hostile situations with a greater degree " - "of confidence.", - "icons/iconu_bsuit", - qtrue, //qboolean purchasable - qfalse, //qboolean usable - TEAM_HUMANS //team_t team; - }, - { - UP_GRENADE, //int upgradeNum; - GRENADE_PRICE, //int price; - ( 1 << S2 )|( 1 << S3 ),//int stages - SLOT_NONE, //int slots; - "gren", //char *upgradeName; - "[yenade]Explosive Grenade", //char *humanName; - "A small incendinary device ideal for damaging tightly packed " - "alien structures. Has a five second timer.", - 0, - qtrue, //qboolean purchasable - qtrue, //qboolean usable - TEAM_HUMANS //team_t team; - }, - { - UP_AMMO, //int upgradeNum; - 0, //int price; - ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages - SLOT_NONE, //int slots; - "ammo", //char *upgradeName; - "[yeammo]Ammunition", //char *humanName; - "Ammunition for the currently held weapon.", - 0, - qtrue, //qboolean purchasable - qfalse, //qboolean usable - TEAM_HUMANS //team_t team; - } -}; - -int bg_numUpgrades = sizeof( bg_upgrades ) / sizeof( bg_upgrades[ 0 ] ); -static const upgradeAttributes_t nullUpgrade = { 0 }; - -/* -============== -BG_UpgradeByName -============== -*/ -const upgradeAttributes_t *BG_UpgradeByName( const char *name ) -{ - int i; - - for( i = 0; i < bg_numUpgrades; i++ ) - { - if( !Q_stricmp( bg_upgrades[ i ].name, name ) ) - { - return &bg_upgrades[ i ]; - } - } - return &nullUpgrade; -} - -/* -============== -BG_Upgrade -============== -*/ -const upgradeAttributes_t *BG_Upgrade( upgrade_t upgrade ) -{ - return ( upgrade > UP_NONE && upgrade < UP_NUM_UPGRADES ) ? - &bg_upgrades[ upgrade - 1 ] : &nullUpgrade; -} - -/* -============== -BG_UpgradeAllowedInStage -============== -*/ -qboolean BG_UpgradeAllowedInStage( upgrade_t upgrade, stage_t stage ) -{ - int stages = BG_Upgrade( upgrade )->stages; - - return stages & ( 1 << stage ); -} - -/* -================ -BG_EvaluateTrajectory -================ -*/ -void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result ) -{ - float deltaTime; - float phase; - - switch( tr->trType ) - { - case TR_STATIONARY: - case TR_INTERPOLATE: - VectorCopy( tr->trBase, result ); - break; - - case TR_LINEAR: - deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds - VectorMA( tr->trBase, deltaTime, tr->trDelta, result ); - break; - - case TR_SINE: - deltaTime = ( atTime - tr->trTime ) / (float)tr->trDuration; - phase = sin( deltaTime * M_PI * 2 ); - VectorMA( tr->trBase, phase, tr->trDelta, result ); - break; - - case TR_LINEAR_STOP: - if( atTime > tr->trTime + tr->trDuration ) - atTime = tr->trTime + tr->trDuration; - - deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds - if( deltaTime < 0 ) - deltaTime = 0; - - VectorMA( tr->trBase, deltaTime, tr->trDelta, result ); - break; - - case TR_GRAVITY: - deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds - VectorMA( tr->trBase, deltaTime, tr->trDelta, result ); - result[ 2 ] -= 0.5 * DEFAULT_GRAVITY * deltaTime * deltaTime; // FIXME: local gravity... - break; - - case TR_BUOYANCY: - deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds - VectorMA( tr->trBase, deltaTime, tr->trDelta, result ); - result[ 2 ] += 0.5 * DEFAULT_GRAVITY * deltaTime * deltaTime; // FIXME: local gravity... - break; - - default: - Com_Error( ERR_DROP, "BG_EvaluateTrajectory: unknown trType: %i", tr->trTime ); - break; - } -} - -/* -================ -BG_EvaluateTrajectoryDelta -For determining velocity at a given time -================ -*/ -void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result ) -{ - float deltaTime; - float phase; - - switch( tr->trType ) - { - case TR_STATIONARY: - case TR_INTERPOLATE: - VectorClear( result ); - break; - - case TR_LINEAR: - VectorCopy( tr->trDelta, result ); - break; - - case TR_SINE: - deltaTime = ( atTime - tr->trTime ) / (float)tr->trDuration; - phase = cos( deltaTime * M_PI * 2 ); // derivative of sin = cos - phase *= 0.5; - VectorScale( tr->trDelta, phase, result ); - break; - - case TR_LINEAR_STOP: - if( atTime > tr->trTime + tr->trDuration ) - { - VectorClear( result ); - return; - } - VectorCopy( tr->trDelta, result ); - break; - - case TR_GRAVITY: - deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds - VectorCopy( tr->trDelta, result ); - result[ 2 ] -= DEFAULT_GRAVITY * deltaTime; // FIXME: local gravity... - break; - - case TR_BUOYANCY: - deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds - VectorCopy( tr->trDelta, result ); - result[ 2 ] += DEFAULT_GRAVITY * deltaTime; // FIXME: local gravity... - break; - - default: - Com_Error( ERR_DROP, "BG_EvaluateTrajectoryDelta: unknown trType: %i", tr->trTime ); - break; - } -} - -char *eventnames[ ] = -{ - "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_AIRPOUNCE", - "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", // for fovwarp effects - "EV_PLAYER_TELEPORT_IN", - "EV_PLAYER_TELEPORT_OUT", - "EV_GRENADE_BOUNCE", // eventParm will be the soundindex - "EV_MINE_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_MASS_DRIVER", - "EV_MISSILE_HIT", - "EV_MISSILE_MISS", - "EV_MISSILE_MISS_METAL", - "EV_TESLATRAIL", - "EV_SLIMETRAIL", - "EV_BULLET", // otherEntity is the shooter - "EV_LEV1_GRAB", - "EV_LEV4_TRAMPLE_PREPARE", - "EV_LEV4_TRAMPLE_START", - "EV_PAIN", - "EV_DEATH1", - "EV_DEATH2", - "EV_DEATH3", - "EV_OBITUARY", - "EV_GIB_PLAYER", // gib a previously living player - "EV_BUILD_CONSTRUCT", - "EV_BUILD_DESTROY", - "EV_BUILD_DELAY", // can't build yet - "EV_BUILD_REPAIR", // repairing buildable - "EV_BUILD_REPAIRED", // buildable has full health - "EV_HUMAN_BUILDABLE_EXPLOSION", - "EV_ALIEN_BUILDABLE_EXPLOSION", - "EV_ALIEN_ACIDTUBE", - "EV_ALIEN_SLIME", - "EV_FORCE_FIELD", - "EV_MEDKIT_USED", - "EV_ALIEN_EVOLVE", - "EV_ALIEN_EVOLVE_FAILED", - "EV_DEBUG_LINE", - "EV_STOPLOOPINGSOUND", - "EV_TAUNT", - "EV_HUMMEL", - "EV_OVERMIND_ATTACK", // overmind under attack - "EV_OVERMIND_DYING", // overmind close to death - "EV_OVERMIND_SPAWNS", // overmind needs spawns - "EV_DCC_ATTACK", // dcc under attack - "EV_MGTURRET_SPINUP", // trigger a sound - "EV_RPTUSE_SOUND", // trigger a sound - "EV_LEV2_ZAP", - "EV_ACIDBOMB_BOUNCE" -}; - -/* -=============== -BG_EventName -=============== -*/ -const char *BG_EventName( int num ) -{ - if( num < 0 || num >= sizeof( eventnames ) / sizeof( char * ) ) - return "UNKNOWN"; - - return eventnames[ num ]; -} - -/* -=============== -BG_AddPredictableEventToPlayerstate - -Handles the sequence numbers -=============== -*/ - -void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ); - -void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps ) -{ -#ifdef _DEBUG - { - char buf[ 256 ]; - trap_Cvar_VariableStringBuffer( "showevents", buf, sizeof( buf ) ); - - if( atof( buf ) != 0 ) - { -#ifdef GAME - Com_Printf( " game event svt %5d -> %5d: num = %20s parm %d\n", - ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, - BG_EventName( newEvent ), eventParm ); -#else - Com_Printf( "Cgame event svt %5d -> %5d: num = %20s parm %d\n", - ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, - BG_EventName( newEvent ), eventParm ); -#endif - } - } -#endif - ps->events[ ps->eventSequence & ( MAX_PS_EVENTS - 1 ) ] = newEvent; - ps->eventParms[ ps->eventSequence & ( MAX_PS_EVENTS - 1 ) ] = eventParm; - ps->eventSequence++; -} - - -/* -======================== -BG_PlayerStateToEntityState - -This is done after each set of usercmd_t on the server, -and after local prediction on the client -======================== -*/ -void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap ) -{ - int i; - - if( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR || ps->pm_type == PM_FREEZE ) - s->eType = ET_INVISIBLE; - else if( ps->persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT ) - s->eType = ET_INVISIBLE; - else - s->eType = ET_PLAYER; - - s->number = ps->clientNum; - - s->pos.trType = TR_INTERPOLATE; - VectorCopy( ps->origin, s->pos.trBase ); - - if( snap ) - SnapVector( s->pos.trBase ); - - //set the trDelta for flag direction - VectorCopy( ps->velocity, s->pos.trDelta ); - - s->apos.trType = TR_INTERPOLATE; - VectorCopy( ps->viewangles, s->apos.trBase ); - - if( snap ) - SnapVector( s->apos.trBase ); - - s->time2 = ps->movementDir; - s->legsAnim = ps->legsAnim; - s->torsoAnim = ps->torsoAnim; - s->weaponAnim = ps->weaponAnim; - s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number - // so corpses can also reference the proper config - s->eFlags = ps->eFlags; - if( ps->stats[STAT_HEALTH] <= 0 ) - s->eFlags |= EF_DEAD; - else - s->eFlags &= ~EF_DEAD; - - if( ps->stats[ STAT_STATE ] & SS_BLOBLOCKED ) - s->eFlags |= EF_BLOBLOCKED; - else - s->eFlags &= ~EF_BLOBLOCKED; - - if( ps->externalEvent ) - { - s->event = ps->externalEvent; - s->eventParm = ps->externalEventParm; - } - else if( ps->entityEventSequence < ps->eventSequence ) - { - int seq; - - if( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS ) - ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS; - - seq = ps->entityEventSequence & ( MAX_PS_EVENTS - 1 ); - s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 ); - s->eventParm = ps->eventParms[ seq ]; - ps->entityEventSequence++; - } - - s->weapon = ps->weapon; - s->groundEntityNum = ps->groundEntityNum; - - //store items held and active items in modelindex and modelindex2 - s->modelindex = 0; - s->modelindex2 = 0; - for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) - { - if( BG_InventoryContainsUpgrade( i, ps->stats ) ) - { - s->modelindex |= 1 << i; - - if( BG_UpgradeIsActive( i, ps->stats ) ) - s->modelindex2 |= 1 << i; - } - } - - // use misc field to store team/class info: - s->misc = ps->stats[ STAT_TEAM ] | ( ps->stats[ STAT_CLASS ] << 8 ); - - // have to get the surfNormal through somehow... - VectorCopy( ps->grapplePoint, s->angles2 ); - - s->loopSound = ps->loopSound; - s->generic1 = ps->generic1; - - if( s->generic1 <= WPM_NONE || s->generic1 >= WPM_NUM_WEAPONMODES ) - s->generic1 = WPM_PRIMARY; - - s->otherEntityNum = ps->otherEntityNum; -} - -/* -======================== -BG_PlayerStateToEntityStateExtraPolate -This is done after each set of usercmd_t on the server, -and after local prediction on the client -======================== -*/ -void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap ) -{ - int i; - - if( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR || ps->pm_type == PM_FREEZE ) - s->eType = ET_INVISIBLE; - else if( ps->persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT ) - s->eType = ET_INVISIBLE; - else - s->eType = ET_PLAYER; - - s->number = ps->clientNum; - - s->pos.trType = TR_LINEAR_STOP; - VectorCopy( ps->origin, s->pos.trBase ); - - if( snap ) - SnapVector( s->pos.trBase ); - - // set the trDelta for flag direction and linear prediction - VectorCopy( ps->velocity, s->pos.trDelta ); - // set the time for linear prediction - s->pos.trTime = time; - // set maximum extra polation time - s->pos.trDuration = 50; // 1000 / sv_fps (default = 20) - - s->apos.trType = TR_INTERPOLATE; - VectorCopy( ps->viewangles, s->apos.trBase ); - if( snap ) - SnapVector( s->apos.trBase ); - - s->time2 = ps->movementDir; - s->legsAnim = ps->legsAnim; - s->torsoAnim = ps->torsoAnim; - s->weaponAnim = ps->weaponAnim; - s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number - // so corpses can also reference the proper config - s->eFlags = ps->eFlags; - - if( ps->stats[STAT_HEALTH] <= 0 ) - s->eFlags |= EF_DEAD; - else - s->eFlags &= ~EF_DEAD; - - if( ps->stats[ STAT_STATE ] & SS_BLOBLOCKED ) - s->eFlags |= EF_BLOBLOCKED; - else - s->eFlags &= ~EF_BLOBLOCKED; - - if( ps->externalEvent ) - { - s->event = ps->externalEvent; - s->eventParm = ps->externalEventParm; - } - else if( ps->entityEventSequence < ps->eventSequence ) - { - int seq; - - if( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS ) - ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS; - - seq = ps->entityEventSequence & ( MAX_PS_EVENTS - 1 ); - s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 ); - s->eventParm = ps->eventParms[ seq ]; - ps->entityEventSequence++; - } - - s->weapon = ps->weapon; - s->groundEntityNum = ps->groundEntityNum; - - //store items held and active items in modelindex and modelindex2 - s->modelindex = 0; - s->modelindex2 = 0; - - for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) - { - if( BG_InventoryContainsUpgrade( i, ps->stats ) ) - { - s->modelindex |= 1 << i; - - if( BG_UpgradeIsActive( i, ps->stats ) ) - s->modelindex2 |= 1 << i; - } - } - - // use misc field to store team/class info: - s->misc = ps->stats[ STAT_TEAM ] | ( ps->stats[ STAT_CLASS ] << 8 ); - - // have to get the surfNormal through somehow... - VectorCopy( ps->grapplePoint, s->angles2 ); - - s->loopSound = ps->loopSound; - s->generic1 = ps->generic1; - - if( s->generic1 <= WPM_NONE || s->generic1 >= WPM_NUM_WEAPONMODES ) - s->generic1 = WPM_PRIMARY; - - s->otherEntityNum = ps->otherEntityNum; -} - -/* -======================== -BG_WeaponIsFull -Check if a weapon has full ammo -======================== -*/ -qboolean BG_WeaponIsFull( weapon_t weapon, int stats[ ], int ammo, int clips ) -{ - int maxAmmo, maxClips; - - maxAmmo = BG_Weapon( weapon )->maxAmmo; - maxClips = BG_Weapon( weapon )->maxClips; - - if( BG_InventoryContainsUpgrade( UP_BATTPACK, stats ) ) - maxAmmo = (int)( (float)maxAmmo * BATTPACK_MODIFIER ); - - - return ( maxAmmo == ammo ) && ( maxClips == clips ); -} - -/* -======================== -BG_InventoryContainsWeapon -Does the player hold a weapon? -======================== -*/ -qboolean BG_InventoryContainsWeapon( int weapon, int stats[ ] ) -{ - // humans always have a blaster - if( stats[ STAT_TEAM ] == TEAM_HUMANS && weapon == WP_BLASTER ) - return qtrue; - - return ( stats[ STAT_WEAPON ] == weapon ); -} - -/* -======================== -BG_SlotsForInventory -Calculate the slots used by an inventory and warn of conflicts -======================== -*/ -int BG_SlotsForInventory( int stats[ ] ) -{ - int i, slot, slots; - - slots = BG_Weapon( stats[ STAT_WEAPON ] )->slots; - if( stats[ STAT_TEAM ] == TEAM_HUMANS ) - slots |= BG_Weapon( WP_BLASTER )->slots; - - for( i = UP_NONE; i < UP_NUM_UPGRADES; i++ ) - { - if( BG_InventoryContainsUpgrade( i, stats ) ) - { - slot = BG_Upgrade( i )->slots; - - // this check should never be true - if( slots & slot ) - { - Com_Printf( S_COLOR_YELLOW "WARNING: held item %d conflicts with " - "inventory slot %d\n", i, slot ); - } - - slots |= slot; - } - } - return slots; -} - -/* -======================== -BG_AddUpgradeToInventory -Give the player an upgrade -======================== -*/ -void BG_AddUpgradeToInventory( int item, int stats[ ] ) -{ - stats[ STAT_ITEMS ] |= ( 1 << item ); -} - -/* -======================== -BG_RemoveUpgradeFromInventory -Take an upgrade from the player -======================== -*/ -void BG_RemoveUpgradeFromInventory( int item, int stats[ ] ) -{ - stats[ STAT_ITEMS ] &= ~( 1 << item ); -} - -/* -======================== -BG_InventoryContainsUpgrade -Does the player hold an upgrade? -======================== -*/ -qboolean BG_InventoryContainsUpgrade( int item, int stats[ ] ) -{ - return( stats[ STAT_ITEMS ] & ( 1 << item ) ); -} - -/* -======================== -BG_ActivateUpgrade -Activates an upgrade -======================== -*/ -void BG_ActivateUpgrade( int item, int stats[ ] ) -{ - stats[ STAT_ACTIVEITEMS ] |= ( 1 << item ); -} - -/* -======================== -BG_DeactivateUpgrade -Deactivates an upgrade -======================== -*/ -void BG_DeactivateUpgrade( int item, int stats[ ] ) -{ - stats[ STAT_ACTIVEITEMS ] &= ~( 1 << item ); -} - -/* -======================== -BG_UpgradeIsActive -Is this upgrade active? -======================== -*/ -qboolean BG_UpgradeIsActive( int item, int stats[ ] ) -{ - return( stats[ STAT_ACTIVEITEMS ] & ( 1 << item ) ); -} - -/* -=============== -BG_RotateAxis -Shared axis rotation function -=============== -*/ -qboolean BG_RotateAxis( vec3_t surfNormal, vec3_t inAxis[ 3 ], - vec3_t outAxis[ 3 ], qboolean inverse, qboolean ceiling ) -{ - vec3_t refNormal = { 0.0f, 0.0f, 1.0f }; - vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f }; - vec3_t localNormal, xNormal; - float rotAngle; - - //the grapplePoint being a surfNormal rotation Normal hack... see above :) - if( ceiling ) - { - VectorCopy( ceilingNormal, localNormal ); - VectorCopy( surfNormal, xNormal ); - } - else - { - //cross the reference normal and the surface normal to get the rotation axis - VectorCopy( surfNormal, localNormal ); - CrossProduct( localNormal, refNormal, xNormal ); - VectorNormalize( xNormal ); - } - - //can't rotate with no rotation vector - if( VectorLength( xNormal ) != 0.0f ) - { - rotAngle = RAD2DEG( acos( DotProduct( localNormal, refNormal ) ) ); - - if( inverse ) - rotAngle = -rotAngle; - - AngleNormalize180( rotAngle ); - - //hmmm could get away with only one rotation and some clever stuff later... but i'm lazy - RotatePointAroundVector( outAxis[ 0 ], xNormal, inAxis[ 0 ], -rotAngle ); - RotatePointAroundVector( outAxis[ 1 ], xNormal, inAxis[ 1 ], -rotAngle ); - RotatePointAroundVector( outAxis[ 2 ], xNormal, inAxis[ 2 ], -rotAngle ); - } - else - return qfalse; - return qtrue; -} - -/* -=============== -BG_GetClientNormal -Get the normal for the surface the client is walking on -=============== -*/ -void BG_GetClientNormal( const playerState_t *ps, vec3_t normal ) -{ - if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) - { - if( ps->eFlags & EF_WALLCLIMBCEILING ) - VectorSet( normal, 0.0f, 0.0f, -1.0f ); - else - VectorCopy( ps->grapplePoint, normal ); - } - else - VectorSet( normal, 0.0f, 0.0f, 1.0f ); -} - -/* -=============== -BG_GetClientViewOrigin -Get the position of the client's eye, based on the client's position, the surface's normal, and client's view height -=============== -*/ -void BG_GetClientViewOrigin( const playerState_t *ps, vec3_t viewOrigin ) -{ - vec3_t normal; - BG_GetClientNormal( ps, normal ); - VectorMA( ps->origin, ps->viewheight, normal, viewOrigin ); -} - -/* -=============== -BG_PositionBuildableRelativeToPlayer -Find a place to build a buildable -=============== -*/ -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 ) -{ - vec3_t forward, entityOrigin, targetOrigin; - vec3_t angles, playerOrigin, playerNormal; - float buildDist; - - BG_GetClientNormal( ps, playerNormal ); - - VectorCopy( ps->viewangles, angles ); - VectorCopy( ps->origin, playerOrigin ); - buildDist = BG_Class( ps->stats[ STAT_CLASS ] )->buildDist; - - AngleVectors( angles, forward, NULL, NULL ); - ProjectPointOnPlane( forward, forward, playerNormal ); - VectorNormalize( forward ); - - VectorMA( playerOrigin, buildDist, forward, entityOrigin ); - - VectorCopy( entityOrigin, targetOrigin ); - - //so buildings can be placed facing slopes - VectorMA( entityOrigin, 32, playerNormal, entityOrigin ); - - //so buildings drop to floor - VectorMA( targetOrigin, -128, playerNormal, targetOrigin ); - - // The mask is MASK_DEADSOLID on purpose to avoid collisions with other entities - (*trace)( tr, entityOrigin, mins, maxs, targetOrigin, ps->clientNum, MASK_PLAYERSOLID ); - VectorCopy( tr->endpos, entityOrigin ); - VectorMA( entityOrigin, 0.1f, playerNormal, outOrigin ); - vectoangles( forward, outAngles ); -} - -/* -=============== -BG_GetValueOfPlayer -Returns the credit value of a player -=============== -*/ -int BG_GetValueOfPlayer( playerState_t *ps ) -{ - int i, worth = 0; - - worth = BG_Class( ps->stats[ STAT_CLASS ] )->value; - - // Humans have worth from their equipment as well - if( ps->stats[ STAT_TEAM ] == TEAM_HUMANS ) - { - for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) - { - if( BG_InventoryContainsUpgrade( i, ps->stats ) ) - worth += BG_Upgrade( i )->price; - } - - for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) - { - if( BG_InventoryContainsWeapon( i, ps->stats ) ) - worth += BG_Weapon( i )->price; - } - } - return worth; -} - -/* -================= -BG_PlayerCanChangeWeapon -================= -*/ -qboolean BG_PlayerCanChangeWeapon( playerState_t *ps ) -{ - // Do not allow Lucifer Cannon "canceling" via weapon switch - if( (ps->weapon == WP_LUCIFER_CANNON || ps->weapon == WP_FLAMER) && - ps->stats[ STAT_MISC ] > LCANNON_CHARGE_TIME_MIN ) - return qfalse; - - return ps->weaponTime <= 0 || ps->weaponstate != WEAPON_FIRING; -} - -/* -================= -BG_PlayerPoisonCloudTime -================= -*/ -int BG_PlayerPoisonCloudTime( playerState_t *ps ) -{ - int time = LEVEL1_PCLOUD_TIME; - - if( BG_InventoryContainsUpgrade( UP_BATTLESUIT, ps->stats ) ) - time -= BSUIT_PCLOUD_PROTECTION; - if( BG_InventoryContainsUpgrade( UP_HELMET, ps->stats ) ) - time -= HELMET_PCLOUD_PROTECTION; - if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, ps->stats ) ) - time -= LIGHTARMOUR_PCLOUD_PROTECTION; - - return time; -} - -/* -================= -BG_GetPlayerWeapon - -Returns the players current weapon or the weapon they are switching to. -Only needs to be used for human weapons. -================= -*/ -weapon_t BG_GetPlayerWeapon( playerState_t *ps ) -{ - if( ps->persistant[ PERS_NEWWEAPON ] ) - return ps->persistant[ PERS_NEWWEAPON ]; - - return ps->weapon; -} - -/* -=============== -atof_neg -atof with an allowance for negative values -=============== -*/ -float atof_neg( char *token, qboolean allowNegative ) -{ - float value; - - value = atof( token ); - - if( !allowNegative && value < 0.0f ) - value = 1.0f; - - return value; -} - -/* -=============== -atoi_neg -atoi with an allowance for negative values -=============== -*/ -int atoi_neg( char *token, qboolean allowNegative ) -{ - int value; - - value = atoi( token ); - - if( !allowNegative && value < 0 ) - value = 1; - - return value; -} - -#define MAX_NUM_PACKED_ENTITY_NUMS 10 - -/* -=============== -BG_PackEntityNumbers -Pack entity numbers into an entityState_t -=============== -*/ -void BG_PackEntityNumbers( entityState_t *es, const int *entityNums, int count ) -{ - int i; - - if( count > MAX_NUM_PACKED_ENTITY_NUMS ) - { - count = MAX_NUM_PACKED_ENTITY_NUMS; - Com_Printf( S_COLOR_YELLOW "WARNING: A maximum of %d entity numbers can be " - "packed, but BG_PackEntityNumbers was passed %d entities", - MAX_NUM_PACKED_ENTITY_NUMS, count ); - } - - es->misc = es->time = es->time2 = es->constantLight = 0; - - for( i = 0; i < MAX_NUM_PACKED_ENTITY_NUMS; i++ ) - { - int entityNum; - - if( i < count ) - entityNum = entityNums[ i ]; - else - entityNum = ENTITYNUM_NONE; - - if( entityNum & ~GENTITYNUM_MASK ) - { - Com_Error( ERR_FATAL, "BG_PackEntityNumbers passed an entity number (%d) which " - "exceeds %d bits", entityNum, GENTITYNUM_BITS ); - } - - switch( i ) - { - case 0: es->misc |= entityNum; break; - case 1: es->time |= entityNum; break; - case 2: es->time |= entityNum << GENTITYNUM_BITS; break; - case 3: es->time |= entityNum << (GENTITYNUM_BITS * 2); break; - case 4: es->time2 |= entityNum; break; - case 5: es->time2 |= entityNum << GENTITYNUM_BITS; break; - case 6: es->time2 |= entityNum << (GENTITYNUM_BITS * 2); break; - case 7: es->constantLight |= entityNum; break; - case 8: es->constantLight |= entityNum << GENTITYNUM_BITS; break; - case 9: es->constantLight |= entityNum << (GENTITYNUM_BITS * 2); break; - default: Com_Error( ERR_FATAL, "Entity index %d not handled", i ); break; - } - } -} - -/* -=============== -BG_UnpackEntityNumbers -Unpack entity numbers from an entityState_t -=============== -*/ -int BG_UnpackEntityNumbers( entityState_t *es, int *entityNums, int count ) -{ - int i; - - if( count > MAX_NUM_PACKED_ENTITY_NUMS ) - count = MAX_NUM_PACKED_ENTITY_NUMS; - - for( i = 0; i < count; i++ ) - { - int *entityNum = &entityNums[ i ]; - - switch( i ) - { - case 0: *entityNum = es->misc; break; - case 1: *entityNum = es->time; break; - case 2: *entityNum = (es->time >> GENTITYNUM_BITS); break; - case 3: *entityNum = (es->time >> (GENTITYNUM_BITS * 2)); break; - case 4: *entityNum = es->time2; break; - case 5: *entityNum = (es->time2 >> GENTITYNUM_BITS); break; - case 6: *entityNum = (es->time2 >> (GENTITYNUM_BITS * 2)); break; - case 7: *entityNum = es->constantLight; break; - case 8: *entityNum = (es->constantLight >> GENTITYNUM_BITS); break; - case 9: *entityNum = (es->constantLight >> (GENTITYNUM_BITS * 2)); break; - default: Com_Error( ERR_FATAL, "Entity index %d not handled", i ); break; - } - *entityNum &= GENTITYNUM_MASK; - - if( *entityNum == ENTITYNUM_NONE ) - break; - } - return i; -} - -/* -=============== -BG_ParseCSVEquipmentList -=============== -*/ -void BG_ParseCSVEquipmentList( const char *string, weapon_t *weapons, int weaponsSize, - upgrade_t *upgrades, int upgradesSize ) -{ - char buffer[ MAX_STRING_CHARS ]; - int i = 0, j = 0; - char *p, *q; - qboolean EOS = qfalse; - - Q_strncpyz( buffer, string, MAX_STRING_CHARS ); - - p = q = buffer; - - while( *p != '\0' ) - { - //skip to first , or EOS - while( *p != ',' && *p != '\0' ) - p++; - - if( *p == '\0' ) - EOS = qtrue; - - *p = '\0'; - - //strip leading whitespace - while( *q == ' ' ) - q++; - - if( weaponsSize ) - weapons[ i ] = BG_WeaponByName( q )->number; - - if( upgradesSize ) - upgrades[ j ] = BG_UpgradeByName( q )->number; - - if( weaponsSize && weapons[ i ] == WP_NONE && - upgradesSize && upgrades[ j ] == UP_NONE ) - Com_Printf( S_COLOR_YELLOW "WARNING: unknown equipment %s\n", q ); - else if( weaponsSize && weapons[ i ] != WP_NONE ) - i++; - else if( upgradesSize && upgrades[ j ] != UP_NONE ) - j++; - - if( !EOS ) - { - p++; - q = p; - } - else - break; - - if( i == ( weaponsSize - 1 ) || j == ( upgradesSize - 1 ) ) - break; - } - - if( weaponsSize ) - weapons[ i ] = WP_NONE; - - if( upgradesSize ) - upgrades[ j ] = UP_NONE; -} - -/* -=============== -BG_ParseCSVClassList -=============== -*/ -void BG_ParseCSVClassList( const char *string, class_t *classes, int classesSize ) -{ - char buffer[ MAX_STRING_CHARS ]; - int i = 0; - char *p, *q; - qboolean EOS = qfalse; - - Q_strncpyz( buffer, string, MAX_STRING_CHARS ); - - p = q = buffer; - - while( *p != '\0' && i < classesSize - 1 ) - { - //skip to first , or EOS - while( *p != ',' && *p != '\0' ) - p++; - - if( *p == '\0' ) - EOS = qtrue; - - *p = '\0'; - - //strip leading whitespace - while( *q == ' ' ) - q++; - - classes[ i ] = BG_ClassByName( q )->number; - - if( classes[ i ] == PCL_NONE ) - Com_Printf( S_COLOR_YELLOW "WARNING: unknown class %s\n", q ); - else - i++; - - if( !EOS ) - { - p++; - q = p; - } - else - break; - } - - classes[ i ] = PCL_NONE; -} - -/* -=============== -BG_ParseCSVBuildableList -=============== -*/ -void BG_ParseCSVBuildableList( const char *string, buildable_t *buildables, int buildablesSize ) -{ - char buffer[ MAX_STRING_CHARS ]; - int i = 0; - char *p, *q; - qboolean EOS = qfalse; - - Q_strncpyz( buffer, string, MAX_STRING_CHARS ); - - p = q = buffer; - - while( *p != '\0' && i < buildablesSize - 1 ) - { - //skip to first , or EOS - while( *p != ',' && *p != '\0' ) - p++; - - if( *p == '\0' ) - EOS = qtrue; - - *p = '\0'; - - //strip leading whitespace - while( *q == ' ' ) - q++; - - buildables[ i ] = BG_BuildableByName( q )->number; - - if( buildables[ i ] == BA_NONE ) - Com_Printf( S_COLOR_YELLOW "WARNING: unknown buildable %s\n", q ); - else - i++; - - if( !EOS ) - { - p++; - q = p; - } - else - break; - } - - buildables[ i ] = BA_NONE; -} - -typedef struct gameElements_s -{ - buildable_t buildables[ BA_NUM_BUILDABLES ]; - class_t classes[ PCL_NUM_CLASSES ]; - weapon_t weapons[ WP_NUM_WEAPONS ]; - upgrade_t upgrades[ UP_NUM_UPGRADES ]; -} gameElements_t; - -static gameElements_t bg_disabledGameElements; - -/* -============ -BG_InitAllowedGameElements -============ -*/ -void BG_InitAllowedGameElements( void ) -{ - char cvar[ MAX_CVAR_VALUE_STRING ]; - - trap_Cvar_VariableStringBuffer( "g_disabledEquipment", - cvar, MAX_CVAR_VALUE_STRING ); - - BG_ParseCSVEquipmentList( cvar, - bg_disabledGameElements.weapons, WP_NUM_WEAPONS, - bg_disabledGameElements.upgrades, UP_NUM_UPGRADES ); - - trap_Cvar_VariableStringBuffer( "g_disabledClasses", - cvar, MAX_CVAR_VALUE_STRING ); - - BG_ParseCSVClassList( cvar, - bg_disabledGameElements.classes, PCL_NUM_CLASSES ); - - trap_Cvar_VariableStringBuffer( "g_disabledBuildables", - cvar, MAX_CVAR_VALUE_STRING ); - - BG_ParseCSVBuildableList( cvar, - bg_disabledGameElements.buildables, BA_NUM_BUILDABLES ); -} - -/* -============ -BG_WeaponIsAllowed -============ -*/ -qboolean BG_WeaponIsAllowed( weapon_t weapon ) -{ - int i; - - for( i = 0; i < WP_NUM_WEAPONS && - bg_disabledGameElements.weapons[ i ] != WP_NONE; i++ ) - { - if( bg_disabledGameElements.weapons[ i ] == weapon ) - return qfalse; - } - - return qtrue; -} - -/* -============ -BG_UpgradeIsAllowed -============ -*/ -qboolean BG_UpgradeIsAllowed( upgrade_t upgrade ) -{ - int i; - - for( i = 0; i < UP_NUM_UPGRADES && - bg_disabledGameElements.upgrades[ i ] != UP_NONE; i++ ) - { - if( bg_disabledGameElements.upgrades[ i ] == upgrade ) - return qfalse; - } - - return qtrue; -} - -/* -============ -BG_ClassIsAllowed -============ -*/ -qboolean BG_ClassIsAllowed( class_t class ) -{ - int i; - - for( i = 0; i < PCL_NUM_CLASSES && - bg_disabledGameElements.classes[ i ] != PCL_NONE; i++ ) - { - if( bg_disabledGameElements.classes[ i ] == class ) - return qfalse; - } - - return qtrue; -} - -/* -============ -BG_BuildableIsAllowed -============ -*/ -qboolean BG_BuildableIsAllowed( buildable_t buildable ) -{ - int i; - - for( i = 0; i < BA_NUM_BUILDABLES && - bg_disabledGameElements.buildables[ i ] != BA_NONE; i++ ) - { - if( bg_disabledGameElements.buildables[ i ] == buildable ) - return qfalse; - } - - return qtrue; -} - -/* -============ -BG_PrimaryWeapon -============ -*/ -weapon_t BG_PrimaryWeapon( int stats[ ] ) -{ - int i; - - for( i = WP_NONE; i < WP_NUM_WEAPONS; i++ ) - { - if( BG_Weapon( i )->slots != SLOT_WEAPON ) - continue; - if( BG_InventoryContainsWeapon( i, stats ) ) - return i; - } - - if( BG_InventoryContainsWeapon( WP_BLASTER, stats ) ) - return WP_BLASTER; - - return WP_NONE; -} - -/* -============ -BG_LoadEmoticons -============ -*/ -int BG_LoadEmoticons( emoticon_t *emoticons, int num ) -{ - int numFiles; - char fileList[ MAX_EMOTICONS * ( MAX_EMOTICON_NAME_LEN + 9 ) ] = {""}; - int i; - char *filePtr; - int fileLen; - int count; - - numFiles = trap_FS_GetFileList( "emoticons", "x1.tga", fileList, - sizeof( fileList ) ); - - if( numFiles < 1 ) - return 0; - - filePtr = fileList; - fileLen = 0; - count = 0; - for( i = 0; i < numFiles && count < num; i++, filePtr += fileLen + 1 ) - { - fileLen = strlen( filePtr ); - if( fileLen < 9 || filePtr[ fileLen - 8 ] != '_' || - filePtr[ fileLen - 7 ] < '1' || filePtr[ fileLen - 7 ] > '9' ) - { - Com_Printf( S_COLOR_YELLOW "skipping invalidly named emoticon \"%s\"\n", - filePtr ); - continue; - } - if( fileLen - 8 > MAX_EMOTICON_NAME_LEN ) - { - Com_Printf( S_COLOR_YELLOW "emoticon file name \"%s\" too long (>%d)\n", - filePtr, MAX_EMOTICON_NAME_LEN + 8 ); - continue; - } - if( !trap_FS_FOpenFile( va( "emoticons/%s", filePtr ), NULL, FS_READ ) ) - { - Com_Printf( S_COLOR_YELLOW "could not open \"emoticons/%s\"\n", filePtr ); - continue; - } - - Q_strncpyz( emoticons[ count ].name, filePtr, fileLen - 8 + 1 ); -#ifndef GAME - emoticons[ count ].width = filePtr[ fileLen - 7 ] - '0'; -#endif - count++; - } - - Com_Printf( "Loaded %d of %d emoticons (MAX_EMOTICONS is %d)\n", - count, numFiles, MAX_EMOTICONS ); - return count; -} - -/* -============ -BG_TeamName -============ -*/ -char *BG_TeamName( team_t team ) -{ - if( team == TEAM_NONE ) - return "spectator"; - if( team == TEAM_ALIENS ) - return "alien"; - if( team == TEAM_HUMANS ) - return "human"; - return "<team>"; -} - -int cmdcmp( const void *a, const void *b ) -{ - return Q_stricmp( (const char *)a, ((dummyCmd_t *)b)->name ); -} |