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authorTim Angus <tim@ngus.net>2001-01-03 22:43:20 +0000
committerTim Angus <tim@ngus.net>2001-01-03 22:43:20 +0000
commit7cc6c9cbe613b7022ad3b5ae1a8a9bd7811e5e6a (patch)
treed244805f389a78ce6f3d78fe2ea89ecd7a4ef9bf /src/game/bg_public.h
parent6f175bfee2d373b67a94261d26e3106d483099e8 (diff)
1.27 upgrade
Diffstat (limited to 'src/game/bg_public.h')
-rw-r--r--src/game/bg_public.h783
1 files changed, 783 insertions, 0 deletions
diff --git a/src/game/bg_public.h b/src/game/bg_public.h
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+// Copyright (C) 1999-2000 Id Software, Inc.
+//
+// bg_public.h -- definitions shared by both the server game and client game modules
+
+/*
+ * Portions Copyright (C) 2000-2001 Tim Angus
+ *
+ * This program 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, or (at your option)
+ * any later version.
+ *
+ * This program 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 this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ */
+
+/* To assertain which portions are licensed under the GPL and which are
+ * licensed by Id Software, Inc. please run a diff between the equivalent
+ * versions of the "Tremulous" modification and the unmodified "Quake3"
+ * game source code.
+ */
+
+// because games can change separately from the main system version, we need a
+// second version that must match between game and cgame
+#define GAME_VERSION "baseq3-1"
+
+#define DEFAULT_GRAVITY 800
+#define GIB_HEALTH -40
+#define ARMOR_PROTECTION 0.66
+
+#define MAX_ITEMS 256
+
+#define RANK_TIED_FLAG 0x4000
+
+#define DEFAULT_SHOTGUN_SPREAD 700
+#define DEFAULT_SHOTGUN_COUNT 11
+
+#define ITEM_RADIUS 15 // item sizes are needed for client side pickup detection
+
+#define LIGHTNING_RANGE 768
+
+#define SCORE_NOT_PRESENT -9999 // for the CS_SCORES[12] when only one player is present
+
+#define VOTE_TIME 30000 // 30 seconds before vote times out
+
+#define MINS_Z -24
+#define DEFAULT_VIEWHEIGHT 26
+#define CROUCH_VIEWHEIGHT 12
+#define DEAD_VIEWHEIGHT -16
+
+//
+// config strings are a general means of communicating variable length strings
+// from the server to all connected clients.
+//
+
+// CS_SERVERINFO and CS_SYSTEMINFO are defined in q_shared.h
+#define CS_MUSIC 2
+#define CS_MESSAGE 3 // from the map worldspawn's message field
+#define CS_MOTD 4 // g_motd string for server message of the day
+#define CS_WARMUP 5 // server time when the match will be restarted
+#define CS_SCORES1 6
+#define CS_SCORES2 7
+#define CS_VOTE_TIME 8
+#define CS_VOTE_STRING 9
+#define CS_VOTE_YES 10
+#define CS_VOTE_NO 11
+
+#define CS_TEAMVOTE_TIME 12
+#define CS_TEAMVOTE_STRING 14
+#define CS_TEAMVOTE_YES 16
+#define CS_TEAMVOTE_NO 18
+
+#define CS_GAME_VERSION 20
+#define CS_LEVEL_START_TIME 21 // so the timer only shows the current level
+#define CS_INTERMISSION 22 // when 1, fraglimit/timelimit has been hit and intermission will start in a second or two
+#define CS_FLAGSTATUS 23 // string indicating flag status in CTF
+#define CS_SHADERSTATE 24
+#define CS_BOTINFO 25
+
+#define CS_ITEMS 27 // string of 0's and 1's that tell which items are present
+
+//TA: extra stuff:
+#define CS_ABPOINTS 28
+#define CS_HBPOINTS 29
+
+#define CS_MODELS 32
+#define CS_SOUNDS (CS_MODELS+MAX_MODELS)
+#define CS_PLAYERS (CS_SOUNDS+MAX_SOUNDS)
+#define MAX_PRECACHES 32
+#define CS_LOCATIONS (CS_PLAYERS+MAX_CLIENTS+MAX_PRECACHES)
+
+#define CS_MAX (CS_LOCATIONS+MAX_LOCATIONS)
+
+#if (CS_MAX) > MAX_CONFIGSTRINGS
+#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS
+#endif
+
+typedef enum {
+ GT_FFA, // free for all
+ GT_TOURNAMENT, // one on one tournament
+ GT_SINGLE_PLAYER, // single player ffa
+
+ //-- team games go after this --
+
+ GT_TEAM, // team deathmatch
+ GT_CTF, // capture the flag
+ GT_1FCTF,
+ GT_OBELISK,
+ GT_HARVESTER,
+
+ GT_MAX_GAME_TYPE
+} gametype_t;
+
+typedef enum { GENDER_MALE, GENDER_FEMALE, GENDER_NEUTER } gender_t;
+
+/*
+===================================================================================
+
+PMOVE MODULE
+
+The pmove code takes a player_state_t and a usercmd_t and generates a new player_state_t
+and some other output data. Used for local prediction on the client game and true
+movement on the server game.
+===================================================================================
+*/
+
+typedef enum {
+ PM_NORMAL, // can accelerate and turn
+ PM_NOCLIP, // noclip movement
+ PM_SPECTATOR, // still run into walls
+ PM_DEAD, // no acceleration or turning, but free falling
+ PM_FREEZE, // stuck in place with no control
+ PM_INTERMISSION, // no movement or status bar
+ PM_SPINTERMISSION // no movement or status bar
+} pmtype_t;
+
+typedef enum {
+ WEAPON_READY,
+ WEAPON_RAISING,
+ WEAPON_DROPPING,
+ WEAPON_FIRING,
+ WEAPON_RELOADING
+} weaponstate_t;
+
+//TA: clip-size defines
+#define CS_MG 30 //clip-size
+#define CS_CG 500
+#define CS_BFG 100
+#define CS_FLAMER 400
+
+//TA: bitmasks to get ammo, clips and maxclips out of ammo array
+#define BM_AMMO 0x3F
+#define BM_CLIPS 0xC0
+
+//TA: bitmasks to get weapons out of weapons store
+#define BM_SWB 0x0000FFFF
+#define BM_SW2B 0xFFFF0000
+
+//TA: buildable item type
+#define BIT_DROIDS 1
+#define BIT_HUMANS 2
+
+
+// pmove->pm_flags
+#define PMF_DUCKED 1
+#define PMF_JUMP_HELD 2
+#define PMF_BACKWARDS_JUMP 8 // go into backwards land
+#define PMF_BACKWARDS_RUN 16 // coast down to backwards run
+#define PMF_TIME_LAND 32 // pm_time is time before rejump
+#define PMF_TIME_KNOCKBACK 64 // pm_time is an air-accelerate only time
+#define PMF_TIME_WATERJUMP 256 // pm_time is waterjump
+#define PMF_RESPAWNED 512 // clear after attack and jump buttons come up
+#define PMF_USE_ITEM_HELD 1024
+#define PMF_GRAPPLE_PULL 2048 // pull towards grapple location
+#define PMF_FOLLOW 4096 // spectate following another player
+#define PMF_SCOREBOARD 8192 // spectate as a scoreboard
+#define PMF_INVULEXPAND 16384 // invulnerability sphere set to full size
+
+
+#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK)
+
+#define MAXTOUCH 32
+typedef struct {
+ // state (in / out)
+ playerState_t *ps;
+
+ // command (in)
+ usercmd_t cmd;
+ int tracemask; // collide against these types of surfaces
+ int debugLevel; // if set, diagnostic output will be printed
+ qboolean noFootsteps; // if the game is setup for no footsteps by the server
+ qboolean gauntletHit; // true if a gauntlet attack would actually hit something
+
+ int framecount;
+
+ // results (out)
+ int numtouch;
+ int touchents[MAXTOUCH];
+
+ vec3_t mins, maxs; // bounding box size
+
+ int watertype;
+ int waterlevel;
+
+ float xyspeed;
+
+ // for fixed msec Pmove
+ int pmove_fixed;
+ int pmove_msec;
+
+ // callbacks to test the world
+ // these will be different functions during game and cgame
+ void (*trace)( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask );
+ int (*pointcontents)( const vec3_t point, int passEntityNum );
+} pmove_t;
+
+// if a full pmove isn't done on the client, you can just update the angles
+void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd );
+void Pmove (pmove_t *pmove);
+
+//===================================================================================
+
+
+// player_state->stats[] indexes
+typedef enum {
+ STAT_HEALTH,
+ STAT_ITEMS,
+ STAT_ACTIVEITEMS,
+ STAT_WEAPONS, // 16 bit fields
+ STAT_WEAPONS2, //TA: another 16 bits to push the max weapon count up
+ STAT_ARMOR,
+ STAT_DEAD_YAW, // look this direction when dead (FIXME: get rid of?)
+ STAT_CLIENTS_READY, // bit mask of clients wishing to exit the intermission (FIXME: configstring?)
+ STAT_MAX_HEALTH, // health / armor limit, changable by handicap
+ STAT_PCLASS, //TA: player class (for droids AND humans)
+ STAT_PTEAM, //TA: player team
+ STAT_ABILITIES, //TA: client abilities (based on class)
+ STAT_ATTRIBS,
+ STAT_STAMINA, //TA: stamina (human only)
+ STAT_STATE //TA: client states e.g. wall climbing
+} statIndex_t;
+
+#define SCA_WALLCLIMBER 1
+#define SCA_TAKESFALLDAMAGE 2
+#define SCA_CANZOOM 4
+#define SCA_CANJUMP 8
+#define SCA_NOWEAPONDRIFT 16
+
+#define SS_WALLCLIMBING 1
+#define SS_GPISROTVEC 2
+#define SS_CREEPSLOWED 4
+#define SS_WALLTRANSIDING 8
+#define SS_SPEEDBOOST 16
+
+
+// player_state->persistant[] indexes
+// these fields are the only part of player_state that isn't
+// cleared on respawn
+typedef enum {
+ PERS_SCORE, // !!! MUST NOT CHANGE, SERVER AND GAME BOTH REFERENCE !!!
+ PERS_HITS, // total points damage inflicted so damage beeps can sound on change
+ PERS_RANK,
+ PERS_TEAM,
+ PERS_SPAWN_COUNT, // incremented every respawn
+ PERS_PLAYEREVENTS, // 16 bits that can be flipped for events
+ PERS_REWARD, // a reward_t
+ PERS_ATTACKER, // clientnum of last damage inflicter
+ PERS_KILLED, // count of the number of times you died
+ // these were added for single player awards tracking
+ PERS_IMPRESSIVE_COUNT,
+ PERS_EXCELLENT_COUNT,
+ PERS_GAUNTLET_FRAG_COUNT,
+ PERS_ACCURACY_SHOTS,
+ PERS_ACCURACY_HITS,
+ //TA: FIXME: /\ get rid of award counts to make some room
+
+ //TA: extra gubbins
+ PERS_POINTS,
+ PERS_TOTALPOINTS
+} persEnum_t;
+
+
+// entityState_t->eFlags
+#define EF_DEAD 0x00000001 // don't draw a foe marker over players with EF_DEAD
+#define EF_TELEPORT_BIT 0x00000004 // toggled every time the origin abruptly changes
+#define EF_AWARD_EXCELLENT 0x00000008 // draw an excellent sprite
+#define EF_BOUNCE 0x00000010 // for missiles
+#define EF_BOUNCE_HALF 0x00000020 // for missiles
+#define EF_AWARD_GAUNTLET 0x00000040 // draw a gauntlet sprite
+#define EF_NODRAW 0x00000080 // may have an event, but no model (unspawned items)
+#define EF_FIRING 0x00000100 // for lightning gun
+#define EF_MOVER_STOP 0x00000400 // will push otherwise
+#define EF_TALK 0x00001000 // draw a talk balloon
+#define EF_CONNECTION 0x00002000 // draw a connection trouble sprite
+#define EF_VOTED 0x00004000 // already cast a vote
+#define EF_TEAMVOTED 0x00008000 // already cast a vote
+#define EF_AWARD_IMPRESSIVE 0x00010000 // draw an impressive sprite
+
+typedef enum {
+ PW_NONE,
+
+ PW_QUAD,
+ PW_BATTLESUIT,
+ PW_HASTE,
+ PW_INVIS,
+ PW_REGEN,
+ PW_FLIGHT,
+
+ PW_REDFLAG,
+ PW_BLUEFLAG,
+ PW_BALL,
+
+ PW_NUM_POWERUPS
+} powerup_t;
+
+typedef enum {
+ HI_NONE,
+
+ HI_TELEPORTER,
+ HI_MEDKIT,
+
+ HI_NUM_HOLDABLE
+} holdable_t;
+
+typedef enum {
+ WP_NONE,
+
+ WP_GAUNTLET,
+ WP_MACHINEGUN,
+ WP_CHAINGUN,
+ WP_SHOTGUN,
+ WP_GRENADE_LAUNCHER,
+ WP_ROCKET_LAUNCHER,
+ WP_LIGHTNING,
+ WP_RAILGUN,
+ WP_FLAMER,
+ WP_PLASMAGUN,
+ WP_BFG,
+ WP_GRAPPLING_HOOK,
+ WP_VENOM,
+ WP_HBUILD,
+ WP_ABUILD,
+ WP_SCANNER,
+ WP_GGRENADE,
+
+ WP_NUM_WEAPONS
+} weapon_t;
+
+typedef enum {
+ UP_NONE,
+
+ UP_TORCH,
+ UP_NVG,
+ UP_CHESTARMOUR,
+ UP_LIMBARMOUR,
+ UP_HELMET,
+ UP_ANTITOXIN,
+ UP_BATTPACK,
+ UP_JETPACK,
+ UP_THREATHELMET,
+ UP_BATTLESUIT,
+ UP_IMPANTKIT,
+
+ UP_NUM_UPGRADES
+} upgrade_t;
+
+typedef enum {
+ BA_NONE,
+
+ BA_A_SPAWN,
+ BA_A_DEF1,
+ BA_H_SPAWN,
+ BA_H_DEF1,
+ BA_H_MCU,
+
+ BA_NUM_BUILDABLES
+} buildable_t;
+
+// reward sounds (stored in ps->persistant[PERS_PLAYEREVENTS])
+#define PLAYEREVENT_DENIEDREWARD 0x0001
+#define PLAYEREVENT_GAUNTLETREWARD 0x0002
+#define PLAYEREVENT_HOLYSHIT 0x0004
+
+// entityState_t->event values
+// entity events are for effects that take place reletive
+// to an existing entities origin. Very network efficient.
+
+// two bits at the top of the entityState->event field
+// will be incremented with each change in the event so
+// that an identical event started twice in a row can
+// be distinguished. And off the value with ~EV_EVENT_BITS
+// to retrieve the actual event number
+#define EV_EVENT_BIT1 0x00000100
+#define EV_EVENT_BIT2 0x00000200
+#define EV_EVENT_BITS (EV_EVENT_BIT1|EV_EVENT_BIT2)
+
+typedef enum {
+ EV_NONE,
+
+ EV_FOOTSTEP,
+ EV_FOOTSTEP_METAL,
+ EV_FOOTSTEP_SQUELCH,
+ EV_FOOTSPLASH,
+ EV_FOOTWADE,
+ EV_SWIM,
+
+ EV_STEP_4,
+ EV_STEP_8,
+ EV_STEP_12,
+ EV_STEP_16,
+
+ EV_FALL_SHORT,
+ EV_FALL_MEDIUM,
+ EV_FALL_FAR,
+
+ EV_JUMP_PAD, // boing sound at origin, jump sound on player
+
+ EV_JUMP,
+ EV_WATER_TOUCH, // foot touches
+ EV_WATER_LEAVE, // foot leaves
+ EV_WATER_UNDER, // head touches
+ EV_WATER_CLEAR, // head leaves
+
+ EV_ITEM_PICKUP, // normal item pickups are predictable
+ EV_GLOBAL_ITEM_PICKUP, // powerup / team sounds are broadcast to everyone
+
+ EV_NOAMMO,
+ EV_CHANGE_WEAPON,
+ EV_FIRE_WEAPON,
+
+ EV_USE_ITEM0,
+ EV_USE_ITEM1,
+ EV_USE_ITEM2,
+ EV_USE_ITEM3,
+ EV_USE_ITEM4,
+ EV_USE_ITEM5,
+ EV_USE_ITEM6,
+ EV_USE_ITEM7,
+ EV_USE_ITEM8,
+ EV_USE_ITEM9,
+ EV_USE_ITEM10,
+ EV_USE_ITEM11,
+ EV_USE_ITEM12,
+ EV_USE_ITEM13,
+ EV_USE_ITEM14,
+ EV_USE_ITEM15,
+
+ EV_ITEM_RESPAWN,
+ EV_ITEM_GROW, //droid items that grow
+ EV_ITEM_POP,
+ EV_PLAYER_TELEPORT_IN,
+ EV_PLAYER_TELEPORT_OUT,
+
+ EV_GRENADE_BOUNCE, // eventParm will be the soundindex
+
+ EV_GENERAL_SOUND,
+ EV_GLOBAL_SOUND, // no attenuation
+
+ EV_BULLET_HIT_FLESH,
+ EV_BULLET_HIT_WALL,
+
+ EV_MISSILE_HIT,
+ EV_MISSILE_MISS,
+ EV_MISSILE_MISS_METAL,
+ EV_ITEM_EXPLOSION, //TA: human item explosions
+ EV_RAILTRAIL,
+ EV_SHOTGUN,
+ EV_BULLET, // otherEntity is the shooter
+
+ EV_PAIN,
+ EV_DEATH1,
+ EV_DEATH2,
+ EV_DEATH3,
+ EV_OBITUARY,
+
+ EV_POWERUP_QUAD,
+ EV_POWERUP_BATTLESUIT,
+ EV_POWERUP_REGEN,
+
+ EV_GIB_PLAYER, // gib a previously living player
+ EV_GIB_GENERIC, //TA: generic green gib for droids
+
+ EV_DEBUG_LINE,
+ EV_STOPLOOPINGSOUND,
+ EV_TAUNT,
+ EV_TAUNT_YES,
+ EV_TAUNT_NO,
+ EV_TAUNT_FOLLOWME,
+ EV_TAUNT_GETFLAG,
+ EV_TAUNT_GUARDBASE,
+ EV_TAUNT_PATROL,
+
+ EV_MENU //TA: menu event
+
+} entity_event_t;
+
+typedef enum
+{
+ MN_TEAM,
+ MN_DROID,
+ MN_HUMAN,
+ MN_ABUILD,
+ MN_HBUILD
+} dynMenu_t;
+
+// animations
+typedef enum {
+ BOTH_DEATH1,
+ BOTH_DEAD1,
+ BOTH_DEATH2,
+ BOTH_DEAD2,
+ BOTH_DEATH3,
+ BOTH_DEAD3,
+
+ TORSO_GESTURE,
+
+ TORSO_ATTACK,
+ TORSO_ATTACK2,
+
+ TORSO_DROP,
+ TORSO_RAISE,
+
+ TORSO_STAND,
+ TORSO_STAND2,
+
+ LEGS_WALKCR,
+ LEGS_WALK,
+ LEGS_RUN,
+ LEGS_BACK,
+ LEGS_SWIM,
+
+ LEGS_JUMP,
+ LEGS_LAND,
+
+ LEGS_JUMPB,
+ LEGS_LANDB,
+
+ LEGS_IDLE,
+ LEGS_IDLECR,
+
+ LEGS_TURN,
+
+#ifdef NEW_ANIMS
+ TORSO_GETFLAG,
+ TORSO_GUARDBASE,
+ TORSO_PATROL,
+ TORSO_FOLLOWME,
+ TORSO_AFFIRMATIVE,
+ TORSO_NEGATIVE,
+#endif
+
+ MAX_ANIMATIONS,
+
+ LEGS_BACKCR,
+ LEGS_BACKWALK,
+ FLAG_RUN,
+ FLAG_STAND,
+ FLAG_STAND2RUN,
+
+ MAX_TOTALANIMATIONS
+} animNumber_t;
+
+
+typedef struct animation_s {
+ int firstFrame;
+ int numFrames;
+ int loopFrames; // 0 to numFrames
+ int frameLerp; // msec between frames
+ int initialLerp; // msec to get to first frame
+ int reversed; // true if animation is reversed
+ int flipflop; // true if animation should flipflop back to base
+} animation_t;
+
+
+// flip the togglebit every time an animation
+// changes so a restart of the same anim can be detected
+#define ANIM_TOGGLEBIT 128
+#define ANIM_WALLCLIMBING 64
+
+
+typedef enum {
+ TEAM_FREE,
+ TEAM_HUMANS,
+ TEAM_DROIDS,
+ TEAM_SPECTATOR,
+
+ TEAM_NUM_TEAMS
+} team_t;
+
+// Time between location updates
+#define TEAM_LOCATION_UPDATE_TIME 1000
+
+// How many players on the overlay
+#define TEAM_MAXOVERLAY 32
+
+//FIXME: switch to enums at some point
+//TA: player classes
+#define PCL_D_BUILDER 1
+#define PCL_D_BASE 2
+#define PCL_D_OFF1 3
+#define PCL_D_OFF2 4
+#define PCL_D_OFF3 5
+#define PCL_D_OFF4 6
+#define PCL_D_OFF5 7
+#define PCL_D_OFF6 8
+#define PCL_D_OFF7 9
+#define PCL_D_OFF8 10
+
+#define PCL_H_BASE 11
+
+//TA: player teams
+#define PTE_NONE 0
+#define PTE_DROIDS 1
+#define PTE_HUMANS 2
+
+
+// means of death
+typedef enum {
+ MOD_UNKNOWN,
+ MOD_SHOTGUN,
+ MOD_GAUNTLET,
+ MOD_MACHINEGUN,
+ MOD_CHAINGUN,
+ MOD_GRENADE,
+ MOD_GRENADE_SPLASH,
+ MOD_ROCKET,
+ MOD_ROCKET_SPLASH,
+ MOD_FLAMER,
+ MOD_FLAMER_SPLASH,
+ MOD_RAILGUN,
+ MOD_LIGHTNING,
+ MOD_BFG,
+ MOD_BFG_SPLASH,
+ MOD_WATER,
+ MOD_SLIME,
+ MOD_LAVA,
+ MOD_CRUSH,
+ MOD_TELEFRAG,
+ MOD_FALLING,
+ MOD_SUICIDE,
+ MOD_TARGET_LASER,
+ MOD_TRIGGER_HURT,
+ MOD_GRAPPLE,
+ MOD_VENOM,
+ MOD_HSPAWN,
+ MOD_ASPAWN
+} meansOfDeath_t;
+
+
+//---------------------------------------------------------
+
+// gitem_t->type
+typedef enum {
+ IT_BAD,
+ IT_WEAPON, // EFX: rotate + upscale + minlight
+ IT_BUILDABLE, //TA: gitem_t->type for buildable items (spawns etc.)
+ IT_UPGRADE, //TA: gitem_t->type for human upgrades
+ IT_AMMO, // EFX: rotate
+ IT_ARMOR, // EFX: rotate + minlight
+ IT_HEALTH, // EFX: static external sphere + rotating internal
+ IT_POWERUP, // instant on, timer based
+ // EFX: rotate + external ring that rotates
+ IT_HOLDABLE, // single use, holdable item
+ // EFX: rotate + bob
+ IT_TEAM
+} itemType_t;
+
+#define MAX_ITEM_MODELS 4
+
+typedef struct gitem_s {
+ char *classname; // spawning name
+ char *pickup_sound;
+ char *world_model[MAX_ITEM_MODELS];
+
+ char *icon;
+ char *pickup_name; // for printing on pickup
+
+ int quantity; // for ammo how much, or duration of powerup
+ itemType_t giType; // IT_* flags
+
+ int giTag;
+
+ char *precaches; // string of all models and images this item will use
+ char *sounds; // string of all sounds this item will use
+} gitem_t;
+
+// included in both the game dll and the client
+extern gitem_t bg_itemlist[];
+extern int bg_numItems;
+
+gitem_t *BG_FindItem( const char *pickupName );
+gitem_t *BG_FindItemForWeapon( weapon_t weapon );
+gitem_t *BG_FindItemForBuildable( buildable_t buildable );
+gitem_t *BG_FindItemForUpgrade( upgrade_t upgrade );
+gitem_t *BG_FindItemForPowerup( powerup_t pw );
+gitem_t *BG_FindItemForHoldable( holdable_t pw );
+#define ITEM_INDEX(x) ((x)-bg_itemlist)
+
+qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps );
+
+
+// g_dmflags->integer flags
+#define DF_NO_FALLING 8
+#define DF_FIXED_FOV 16
+#define DF_NO_FOOTSTEPS 32
+
+// content masks
+#define MASK_ALL (-1)
+#define MASK_SOLID (CONTENTS_SOLID)
+#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY)
+#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP)
+#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
+#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
+#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE)
+
+
+//
+// entityState_t->eType
+//
+typedef enum {
+ ET_GENERAL,
+ ET_PLAYER,
+ ET_ITEM,
+
+ ET_BUILDABLE, //TA: buildable type
+ ET_CREEP, //TA: creep type
+
+ ET_MISSILE,
+ ET_MOVER,
+ ET_BEAM,
+ ET_PORTAL,
+ ET_SPEAKER,
+ ET_PUSH_TRIGGER,
+ ET_TELEPORT_TRIGGER,
+ ET_INVISIBLE,
+ ET_GRAPPLE, // grapple hooked on wall
+
+ ET_TORCH, //TA: torch type
+ ET_CORPSE,
+
+ ET_EVENTS // any of the EV_* events can be added freestanding
+ // by setting eType to ET_EVENTS + eventNum
+ // this avoids having to set eFlags and eventNum
+} entityType_t;
+
+void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result );
+void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result );
+
+void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );
+
+void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad );
+
+void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
+void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap );
+
+qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
+
+//TA: extra bits: (which I apparently dont need)
+/*void BG_unpackAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int *quan, int *clips, int *maxclips );
+void BG_packAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int quan, int clips, int maxclips );
+qboolean BG_infiniteAmmo( int weapon );
+void BG_packWeapon( int weapon, int stats[ ] );
+qboolean BG_gotWeapon( int weapon, int stats[ ] );*/
+
+#define CREEP_BASESIZE 120
+
+#define ARENAS_PER_TIER 4
+#define MAX_ARENAS 1024
+#define MAX_ARENAS_TEXT 8192
+
+#define MAX_BOTS 1024
+#define MAX_BOTS_TEXT 8192
+
+//TA: conceptually should live in q_shared.h
+void AxisToAngles( vec3_t axis[3], vec3_t angles);
+float arccos( float x );
+