diff options
author | Tim Angus <tim@ngus.net> | 2005-12-10 03:23:37 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2005-12-10 03:23:37 +0000 |
commit | bf23ecf17f432cf8e47302ef7464612c17be9bbe (patch) | |
tree | 6e3d28ecaa038199d6ba63830e81f05270b199c3 /src/game/bg_public.h | |
parent | 22f322884cf7715c01500ef0b4579b87b1cb1973 (diff) |
* Move the game source from mod/src/ to src/
Diffstat (limited to 'src/game/bg_public.h')
-rw-r--r-- | src/game/bg_public.h | 1299 |
1 files changed, 1299 insertions, 0 deletions
diff --git a/src/game/bg_public.h b/src/game/bg_public.h new file mode 100644 index 00000000..fa84b440 --- /dev/null +++ b/src/game/bg_public.h @@ -0,0 +1,1299 @@ +// 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 OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * 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. + */ + +//tremulous balance header +#include "tremulous.h" + +// because games can change separately from the main system version, we need a +// second version that must match between game and cgame +#define GAME_VERSION "tremulous" + +#define DEFAULT_GRAVITY 800 + +#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 -14 //TA: watch for mins[ 2 ] less than this causing + +// +// config strings are a general means of communicating variable length strings +// from the server to all connected clients. +// + +// CS_SERVERINFO and CS_SYSTEMINFO are defined in q_shared.h +#define CS_MUSIC 2 +#define CS_MESSAGE 3 // from the map worldspawn's message field +#define CS_MOTD 4 // g_motd string for server message of the day +#define CS_WARMUP 5 // server time when the match will be restarted +#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_CLIENTS_READY 26 //TA: following suggestion in STAT_ enum STAT_CLIENTS_READY becomes a configstring + +//TA: extra stuff: +#define CS_BUILDPOINTS 28 +#define CS_STAGES 29 +#define CS_SPAWNS 30 + +#define CS_MODELS 33 +#define CS_SOUNDS (CS_MODELS+MAX_MODELS) +#define CS_SHADERS (CS_SOUNDS+MAX_SOUNDS) +#define CS_PARTICLE_SYSTEMS (CS_SHADERS+MAX_SHADERS) +#define CS_PLAYERS (CS_PARTICLE_SYSTEMS+MAX_GAME_PARTICLE_SYSTEMS) +#define CS_PRECACHES (CS_PLAYERS+MAX_CLIENTS) +#define CS_LOCATIONS (CS_PRECACHES+MAX_CLIENTS) +#define CS_PARTICLE_FILES (CS_LOCATIONS+MAX_LOCATIONS) + +#define CS_MAX (CS_PARTICLE_FILES+MAX_PARTICLE_FILES) + +#if (CS_MAX) > MAX_CONFIGSTRINGS +#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS +#endif + +typedef enum +{ + GENDER_MALE, + GENDER_FEMALE, + GENDER_NEUTER +} gender_t; + +/* +=================================================================================== + +PMOVE MODULE + +The pmove code takes a player_state_t and a usercmd_t and generates a new player_state_t +and some other output data. Used for local prediction on the client game and true +movement on the server game. +=================================================================================== +*/ + +typedef enum +{ + PM_NORMAL, // can accelerate and turn + PM_NOCLIP, // noclip movement + PM_SPECTATOR, // still run into walls + PM_JETPACK, // jetpack physics + PM_GRABBED, // like dead, but for when the player is still live + PM_DEAD, // no acceleration or turning, but free falling + PM_FREEZE, // stuck in place with no control + PM_INTERMISSION, // no movement or status bar + PM_SPINTERMISSION // no movement or status bar +} pmtype_t; + +typedef enum +{ + WEAPON_READY, + WEAPON_RAISING, + WEAPON_DROPPING, + WEAPON_FIRING, + WEAPON_RELOADING +} weaponstate_t; + +// pmove->pm_flags +#define PMF_DUCKED 1 +#define PMF_JUMP_HELD 2 +#define PMF_CROUCH_HELD 4 +#define PMF_BACKWARDS_JUMP 8 // go into backwards land +#define PMF_BACKWARDS_RUN 16 // coast down to backwards run +#define PMF_TIME_LAND 32 // pm_time is time before rejump +#define PMF_TIME_KNOCKBACK 64 // pm_time is an air-accelerate only time +#define PMF_TIME_WATERJUMP 256 // pm_time is waterjump +#define PMF_RESPAWNED 512 // clear after attack and jump buttons come up +#define PMF_USE_ITEM_HELD 1024 +#define PMF_WEAPON_RELOAD 2048 //TA: force a weapon switch +#define PMF_FOLLOW 4096 // spectate following another player +#define PMF_QUEUED 8192 //TA: player is queued +#define PMF_TIME_WALLJUMP 16384 //TA: for limiting wall jumping +#define PMF_CHARGE 32768 //TA: keep track of pouncing +#define PMF_WEAPON_SWITCH 65536 //TA: force a weapon switch + + +#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK|PMF_TIME_WALLJUMP) + +#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 autoWeaponHit[ 32 ]; //FIXME: TA: remind myself later this might be a problem + + int framecount; + + // results (out) + int numtouch; + int touchents[ MAXTOUCH ]; + + vec3_t mins, maxs; // bounding box size + + int watertype; + int waterlevel; + + float xyspeed; + + // for fixed msec Pmove + int pmove_fixed; + int pmove_msec; + + // callbacks to test the world + // these will be different functions during game and cgame + /*void (*trace)( trace_t *results, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask );*/ + void (*trace)( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, + const vec3_t end, int passEntityNum, int contentMask ); + + + int (*pointcontents)( const vec3_t point, int passEntityNum ); +} pmove_t; + +// if a full pmove isn't done on the client, you can just update the angles +void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ); +void Pmove( pmove_t *pmove ); + +//=================================================================================== + + +// player_state->stats[] indexes +typedef enum +{ + STAT_HEALTH, + STAT_ITEMS, + STAT_SLOTS, //TA: tracks the amount of stuff human players are carrying + STAT_ACTIVEITEMS, + STAT_WEAPONS, // 16 bit fields + STAT_WEAPONS2, //TA: another 16 bits to push the max weapon count up + STAT_MAX_HEALTH, // health / armor limit, changable by handicap + STAT_PCLASS, //TA: player class (for aliens AND humans) + STAT_PTEAM, //TA: player team + STAT_STAMINA, //TA: stamina (human only) + STAT_STATE, //TA: client states e.g. wall climbing + STAT_MISC, //TA: for uh...misc stuff + STAT_BUILDABLE, //TA: which ghost model to display for building + STAT_BOOSTTIME, //TA: time left for boost (alien only) + STAT_FALLDIST, //TA: the distance the player fell + STAT_VIEWLOCK //TA: direction to lock the view in +} statIndex_t; + +#define SCA_WALLCLIMBER 0x00000001 +#define SCA_TAKESFALLDAMAGE 0x00000002 +#define SCA_CANZOOM 0x00000004 +#define SCA_NOWEAPONDRIFT 0x00000008 +#define SCA_FOVWARPS 0x00000010 +#define SCA_ALIENSENSE 0x00000020 +#define SCA_CANUSELADDERS 0x00000040 +#define SCA_WALLJUMPER 0x00000080 + +#define SS_WALLCLIMBING 0x00000001 +#define SS_WALLCLIMBINGCEILING 0x00000002 +#define SS_CREEPSLOWED 0x00000004 +#define SS_SPEEDBOOST 0x00000008 +#define SS_INFESTING 0x00000010 +#define SS_GRABBED 0x00000020 +#define SS_BLOBLOCKED 0x00000040 +#define SS_POISONED 0x00000080 +#define SS_HOVELING 0x00000100 +#define SS_BOOSTED 0x00000200 +#define SS_SLOWLOCKED 0x00000400 +#define SS_POISONCLOUDED 0x00000800 +#define SS_MEDKIT_ACTIVE 0x00001000 +#define SS_CHARGING 0x00002000 + +#define SB_VALID_TOGGLEBIT 0x00004000 + +#define MAX_STAMINA 1000 + +#define BOOST_TIME 20000 + +// 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_ATTACKER, // clientnum of last damage inflicter + PERS_KILLED, // count of the number of times you died + + //TA: + PERS_STATE, + PERS_CREDIT, // human credit + PERS_BANK, // human credit in the bank + PERS_QUEUEPOS, // position in the spawn queue + PERS_NEWWEAPON // weapon to switch to +} persEnum_t; + +#define PS_WALLCLIMBINGFOLLOW 0x00000001 +#define PS_WALLCLIMBINGTOGGLE 0x00000002 +#define PS_NONSEGMODEL 0x00000004 + +// entityState_t->eFlags +#define EF_DEAD 0x00000001 // don't draw a foe marker over players with EF_DEAD +#define EF_TELEPORT_BIT 0x00000002 // toggled every time the origin abruptly changes +#define EF_PLAYER_EVENT 0x00000004 +#define EF_BOUNCE 0x00000008 // for missiles +#define EF_BOUNCE_HALF 0x00000010 // for missiles +#define EF_NO_BOUNCE_SOUND 0x00000020 // for missiles +#define EF_WALLCLIMB 0x00000040 // TA: wall walking +#define EF_WALLCLIMBCEILING 0x00000080 // TA: wall walking ceiling hack +#define EF_NODRAW 0x00000100 // may have an event, but no model (unspawned items) +#define EF_FIRING 0x00000200 // for lightning gun +#define EF_FIRING2 0x00000400 // alt fire +#define EF_FIRING3 0x00000800 // third fire +#define EF_MOVER_STOP 0x00001000 // will push otherwise +#define EF_TALK 0x00002000 // draw a talk balloon +#define EF_CONNECTION 0x00004000 // draw a connection trouble sprite +#define EF_VOTED 0x00008000 // already cast a vote +#define EF_TEAMVOTED 0x00010000 // already cast a vote +#define EF_BLOBLOCKED 0x00020000 // TA: caught by a trapper +#define EF_REAL_LIGHT 0x00040000 // TA: light sprites according to ambient light + +typedef enum +{ + PW_NONE, + + PW_QUAD, + PW_BATTLESUIT, + PW_HASTE, + PW_INVIS, + PW_REGEN, + PW_FLIGHT, + + PW_REDFLAG, + PW_BLUEFLAG, + PW_BALL, + + PW_NUM_POWERUPS +} powerup_t; + +typedef enum +{ + HI_NONE, + + HI_TELEPORTER, + HI_MEDKIT, + + HI_NUM_HOLDABLE +} holdable_t; + +typedef enum +{ + WPM_NONE, + + WPM_PRIMARY, + WPM_SECONDARY, + WPM_TERTIARY, + + WPM_NUM_WEAPONMODES +} weaponMode_t; + +typedef enum +{ + WP_NONE, + + WP_ALEVEL0, + WP_ALEVEL1, + WP_ALEVEL1_UPG, + WP_ALEVEL2, + WP_ALEVEL2_UPG, + WP_ALEVEL3, + WP_ALEVEL3_UPG, + WP_ALEVEL4, + + WP_BLASTER, + WP_MACHINEGUN, + WP_PAIN_SAW, + WP_SHOTGUN, + WP_LAS_GUN, + WP_MASS_DRIVER, + WP_CHAINGUN, + WP_PULSE_RIFLE, + WP_FLAMER, + WP_LUCIFER_CANNON, + WP_GRENADE, + + WP_LOCKBLOB_LAUNCHER, + WP_HIVE, + WP_TESLAGEN, + WP_MGTURRET, + + //build weapons must remain in a block + WP_ABUILD, + WP_ABUILD2, + WP_HBUILD2, + WP_HBUILD, + //ok? + + WP_NUM_WEAPONS +} weapon_t; + +typedef enum +{ + UP_NONE, + + UP_LIGHTARMOUR, + UP_HELMET, + UP_MEDKIT, + UP_BATTPACK, + UP_JETPACK, + UP_BATTLESUIT, + UP_GRENADE, + + UP_AMMO, + + UP_NUM_UPGRADES +} upgrade_t; + +typedef enum +{ + WUT_NONE, + + WUT_ALIENS, + WUT_HUMANS, + + WUT_NUM_TEAMS +} WUTeam_t; + +//TA: bitmasks for upgrade slots +#define SLOT_NONE 0x00000000 +#define SLOT_HEAD 0x00000001 +#define SLOT_TORSO 0x00000002 +#define SLOT_ARMS 0x00000004 +#define SLOT_LEGS 0x00000008 +#define SLOT_BACKPACK 0x00000010 +#define SLOT_WEAPON 0x00000020 +#define SLOT_SIDEARM 0x00000040 + +typedef enum +{ + BA_NONE, + + BA_A_SPAWN, + BA_A_OVERMIND, + + BA_A_BARRICADE, + BA_A_ACIDTUBE, + BA_A_TRAPPER, + BA_A_BOOSTER, + BA_A_HIVE, + + BA_A_HOVEL, + + BA_H_SPAWN, + + BA_H_MGTURRET, + BA_H_TESLAGEN, + + BA_H_ARMOURY, + BA_H_DCC, + BA_H_MEDISTAT, + + BA_H_REACTOR, + BA_H_REPEATER, + + BA_NUM_BUILDABLES +} buildable_t; + +typedef enum +{ + BIT_NONE, + + BIT_ALIENS, + BIT_HUMANS, + + BIT_NUM_TEAMS +} buildableTeam_t; + +#define B_HEALTH_BITS 5 +#define B_HEALTH_SCALE (float)((1<<B_HEALTH_BITS)-1) + +#define B_SPAWNED_TOGGLEBIT 0x00000020 +#define B_POWERED_TOGGLEBIT 0x00000040 +#define B_DCCED_TOGGLEBIT 0x00000080 + + +// reward sounds (stored in ps->persistant[PERS_PLAYEREVENTS]) +#define PLAYEREVENT_DENIEDREWARD 0x0001 +#define PLAYEREVENT_GAUNTLETREWARD 0x0002 +#define PLAYEREVENT_HOLYSHIT 0x0004 + +// entityState_t->event values +// entity events are for effects that take place reletive +// to an existing entities origin. Very network efficient. + +// two bits at the top of the entityState->event field +// will be incremented with each change in the event so +// that an identical event started twice in a row can +// be distinguished. And off the value with ~EV_EVENT_BITS +// to retrieve the actual event number +#define EV_EVENT_BIT1 0x00000100 +#define EV_EVENT_BIT2 0x00000200 +#define EV_EVENT_BITS (EV_EVENT_BIT1|EV_EVENT_BIT2) + +#define EVENT_VALID_MSEC 300 + +typedef enum +{ + EV_NONE, + + EV_FOOTSTEP, + EV_FOOTSTEP_METAL, + EV_FOOTSTEP_SQUELCH, + EV_FOOTSPLASH, + EV_FOOTWADE, + EV_SWIM, + + EV_STEP_4, + EV_STEP_8, + EV_STEP_12, + EV_STEP_16, + + EV_STEPDN_4, + EV_STEPDN_8, + EV_STEPDN_12, + EV_STEPDN_16, + + EV_FALL_SHORT, + EV_FALL_MEDIUM, + EV_FALL_FAR, + EV_FALLING, + + EV_JUMP, + EV_WATER_TOUCH, // foot touches + EV_WATER_LEAVE, // foot leaves + EV_WATER_UNDER, // head touches + EV_WATER_CLEAR, // head leaves + + EV_NOAMMO, + EV_CHANGE_WEAPON, + EV_FIRE_WEAPON, + EV_FIRE_WEAPON2, + EV_FIRE_WEAPON3, + + EV_PLAYER_RESPAWN, //TA: for fovwarp effects + EV_PLAYER_TELEPORT_IN, + EV_PLAYER_TELEPORT_OUT, + + EV_GRENADE_BOUNCE, // eventParm will be the soundindex + + EV_GENERAL_SOUND, + EV_GLOBAL_SOUND, // no attenuation + + EV_BULLET_HIT_FLESH, + EV_BULLET_HIT_WALL, + + EV_SHOTGUN, + + EV_MISSILE_HIT, + EV_MISSILE_MISS, + EV_MISSILE_MISS_METAL, + EV_TESLATRAIL, + EV_BULLET, // otherEntity is the shooter + + EV_LEV1_GRAB, + EV_LEV4_CHARGE_PREPARE, + EV_LEV4_CHARGE_START, + + EV_PAIN, + EV_DEATH1, + EV_DEATH2, + EV_DEATH3, + EV_OBITUARY, + + EV_GIB_PLAYER, // gib a previously living player + + EV_BUILD_CONSTRUCT, //TA + EV_BUILD_DESTROY, //TA + EV_BUILD_DELAY, //TA: can't build yet + EV_BUILD_REPAIR, //TA: repairing buildable + EV_BUILD_REPAIRED, //TA: buildable has full health + EV_HUMAN_BUILDABLE_EXPLOSION, + EV_ALIEN_BUILDABLE_EXPLOSION, + EV_ALIEN_ACIDTUBE, + + EV_MEDKIT_USED, + + EV_ALIEN_EVOLVE, + EV_ALIEN_EVOLVE_FAILED, + + EV_DEBUG_LINE, + EV_STOPLOOPINGSOUND, + EV_TAUNT, + + EV_OVERMIND_ATTACK, //TA: overmind under attack + EV_OVERMIND_DYING, //TA: overmind close to death + EV_OVERMIND_SPAWNS, //TA: overmind needs spawns + + EV_DCC_ATTACK, //TA: dcc under attack + + EV_RPTUSE_SOUND //TA: trigger a sound +} entity_event_t; + +typedef enum +{ + MN_TEAM, + MN_A_TEAMFULL, + MN_H_TEAMFULL, + + //alien stuff + MN_A_CLASS, + MN_A_BUILD, + MN_A_INFEST, + MN_A_HOVEL_OCCUPIED, + MN_A_HOVEL_BLOCKED, + MN_A_NOEROOM, + MN_A_TOOCLOSE, + MN_A_NOOVMND_EVOLVE, + + //alien build + MN_A_SPWNWARN, + MN_A_OVERMIND, + MN_A_NOASSERT, + MN_A_NOCREEP, + MN_A_NOOVMND, + MN_A_NOROOM, + MN_A_NORMAL, + MN_A_HOVEL, + MN_A_HOVEL_EXIT, + + //human stuff + MN_H_SPAWN, + MN_H_BUILD, + MN_H_ARMOURY, + MN_H_NOSLOTS, + MN_H_NOFUNDS, + MN_H_ITEMHELD, + + //human build + MN_H_REPEATER, + MN_H_NOPOWER, + MN_H_NOTPOWERED, + MN_H_NODCC, + MN_H_REACTOR, + MN_H_NOROOM, + MN_H_NORMAL, + MN_H_TNODEWARN, + MN_H_RPTWARN, + MN_H_RPTWARN2 +} dynMenu_t; + +// animations +typedef enum +{ + BOTH_DEATH1, + BOTH_DEAD1, + BOTH_DEATH2, + BOTH_DEAD2, + BOTH_DEATH3, + BOTH_DEAD3, + + TORSO_GESTURE, + + TORSO_ATTACK, + TORSO_ATTACK2, + + TORSO_DROP, + TORSO_RAISE, + + TORSO_STAND, + TORSO_STAND2, + + LEGS_WALKCR, + LEGS_WALK, + LEGS_RUN, + LEGS_BACK, + LEGS_SWIM, + + LEGS_JUMP, + LEGS_LAND, + + LEGS_JUMPB, + LEGS_LANDB, + + LEGS_IDLE, + LEGS_IDLECR, + + LEGS_TURN, + + TORSO_GETFLAG, + TORSO_GUARDBASE, + TORSO_PATROL, + TORSO_FOLLOWME, + TORSO_AFFIRMATIVE, + TORSO_NEGATIVE, + + MAX_PLAYER_ANIMATIONS, + + LEGS_BACKCR, + LEGS_BACKWALK, + FLAG_RUN, + FLAG_STAND, + FLAG_STAND2RUN, + + MAX_PLAYER_TOTALANIMATIONS +} playerAnimNumber_t; + +// nonsegmented animations +typedef enum +{ + NSPA_STAND, + + NSPA_GESTURE, + + NSPA_WALK, + NSPA_RUN, + NSPA_RUNBACK, + NSPA_CHARGE, + + NSPA_RUNLEFT, + NSPA_WALKLEFT, + NSPA_RUNRIGHT, + NSPA_WALKRIGHT, + + NSPA_SWIM, + + NSPA_JUMP, + NSPA_LAND, + NSPA_JUMPBACK, + NSPA_LANDBACK, + + NSPA_TURN, + + NSPA_ATTACK1, + NSPA_ATTACK2, + NSPA_ATTACK3, + + NSPA_PAIN1, + NSPA_PAIN2, + + NSPA_DEATH1, + NSPA_DEAD1, + NSPA_DEATH2, + NSPA_DEAD2, + NSPA_DEATH3, + NSPA_DEAD3, + + MAX_NONSEG_PLAYER_ANIMATIONS, + + NSPA_WALKBACK, + + MAX_NONSEG_PLAYER_TOTALANIMATIONS +} nonSegPlayerAnimNumber_t; + +//TA: for buildable animations +typedef enum +{ + BANIM_NONE, + + BANIM_CONSTRUCT1, + BANIM_CONSTRUCT2, + + BANIM_IDLE1, + BANIM_IDLE2, + BANIM_IDLE3, + + BANIM_ATTACK1, + BANIM_ATTACK2, + + BANIM_SPAWN1, + BANIM_SPAWN2, + + BANIM_PAIN1, + BANIM_PAIN2, + + BANIM_DESTROY1, + BANIM_DESTROY2, + BANIM_DESTROYED, + + MAX_BUILDABLE_ANIMATIONS +} buildableAnimNumber_t; + +typedef struct animation_s +{ + int firstFrame; + int numFrames; + int loopFrames; // 0 to numFrames + int frameLerp; // msec between frames + int initialLerp; // msec to get to first frame + int reversed; // true if animation is reversed + int flipflop; // true if animation should flipflop back to base +} animation_t; + + +// flip the togglebit every time an animation +// changes so a restart of the same anim can be detected +#define ANIM_TOGGLEBIT 0x80 +#define ANIM_FORCEBIT 0x40 + + +typedef enum +{ + TEAM_FREE, + TEAM_SPECTATOR, + + TEAM_NUM_TEAMS +} team_t; + +// Time between location updates +#define TEAM_LOCATION_UPDATE_TIME 1000 + +// How many players on the overlay +#define TEAM_MAXOVERLAY 32 + +//TA: player classes +typedef enum +{ + PCL_NONE, + + //builder classes + PCL_ALIEN_BUILDER0, + PCL_ALIEN_BUILDER0_UPG, + + //offensive classes + PCL_ALIEN_LEVEL0, + PCL_ALIEN_LEVEL1, + PCL_ALIEN_LEVEL1_UPG, + PCL_ALIEN_LEVEL2, + PCL_ALIEN_LEVEL2_UPG, + PCL_ALIEN_LEVEL3, + PCL_ALIEN_LEVEL3_UPG, + PCL_ALIEN_LEVEL4, + + //human class + PCL_HUMAN, + PCL_HUMAN_BSUIT, + + PCL_NUM_CLASSES +} pClass_t; + + +//TA: player teams +typedef enum +{ + PTE_NONE, + PTE_ALIENS, + PTE_HUMANS, + + PTE_NUM_TEAMS +} pTeam_t; + + +// means of death +typedef enum +{ + MOD_UNKNOWN, + MOD_SHOTGUN, + MOD_BLASTER, + MOD_PAINSAW, + MOD_MACHINEGUN, + MOD_CHAINGUN, + MOD_PRIFLE, + MOD_MDRIVER, + MOD_LASGUN, + MOD_LCANNON, + MOD_LCANNON_SPLASH, + MOD_FLAMER, + MOD_FLAMER_SPLASH, + MOD_GRENADE, + MOD_WATER, + MOD_SLIME, + MOD_LAVA, + MOD_CRUSH, + MOD_TELEFRAG, + MOD_FALLING, + MOD_SUICIDE, + MOD_TARGET_LASER, + MOD_TRIGGER_HURT, + + MOD_ABUILDER_CLAW, + MOD_LEVEL0_BITE, + MOD_LEVEL1_CLAW, + MOD_LEVEL1_PCLOUD, + MOD_LEVEL3_CLAW, + MOD_LEVEL3_POUNCE, + MOD_LEVEL3_BOUNCEBALL, + MOD_LEVEL2_CLAW, + MOD_LEVEL2_ZAP, + MOD_LEVEL4_CLAW, + MOD_LEVEL4_CHARGE, + + MOD_SLOWBLOB, + MOD_POISON, + MOD_SWARM, + + MOD_HSPAWN, + MOD_TESLAGEN, + MOD_MGTURRET, + MOD_REACTOR, + + MOD_ASPAWN, + MOD_ATUBE, + MOD_OVERMIND +} meansOfDeath_t; + + +//--------------------------------------------------------- + +//TA: player class record +typedef struct +{ + int classNum; + + char *className; + char *humanName; + + char *modelName; + float modelScale; + char *skinName; + float shadowScale; + + char *hudName; + + int stages; + + vec3_t mins; + vec3_t maxs; + vec3_t crouchMaxs; + vec3_t deadMins; + vec3_t deadMaxs; + float zOffset; + + int viewheight; + int crouchViewheight; + + int health; + float fallDamage; + int regenRate; + + int abilities; + + weapon_t startWeapon; + + float buildDist; + + int fov; + float bob; + float bobCycle; + int steptime; + + float speed; + float acceleration; + float airAcceleration; + float friction; + float stopSpeed; + float jumpMagnitude; + float knockbackScale; + + int children[ 3 ]; + int cost; + int value; +} classAttributes_t; + +typedef struct +{ + char modelName[ MAX_QPATH ]; + float modelScale; + char skinName[ MAX_QPATH ]; + float shadowScale; + char hudName[ MAX_QPATH ]; + char humanName[ MAX_STRING_CHARS ]; + + vec3_t mins; + vec3_t maxs; + vec3_t crouchMaxs; + vec3_t deadMins; + vec3_t deadMaxs; + float zOffset; +} classAttributeOverrides_t; + +//stages +typedef enum +{ + S1, + S2, + S3 +} stage_t; + +#define MAX_BUILDABLE_MODELS 4 + +//TA: buildable item record +typedef struct +{ + int buildNum; + + char *buildName; + char *humanName; + char *entityName; + + char *models[ MAX_BUILDABLE_MODELS ]; + float modelScale; + + vec3_t mins; + vec3_t maxs; + float zOffset; + + trType_t traj; + float bounce; + + int buildPoints; + int stages; + + int health; + int regenRate; + + int splashDamage; + int splashRadius; + + int meansOfDeath; + + int team; + weapon_t buildWeapon; + + int idleAnim; + + int nextthink; + int buildTime; + qboolean usable; + + int turretRange; + int turretFireSpeed; + weapon_t turretProjType; + + float minNormal; + qboolean invertNormal; + + qboolean creepTest; + int creepSize; + + qboolean dccTest; + qboolean reactorTest; +} buildableAttributes_t; + +typedef struct +{ + char models[ MAX_BUILDABLE_MODELS ][ MAX_QPATH ]; + + float modelScale; + vec3_t mins; + vec3_t maxs; + float zOffset; +} buildableAttributeOverrides_t; + +//TA: weapon record +typedef struct +{ + int weaponNum; + + int price; + int stages; + + int slots; + + char *weaponName; + char *weaponHumanName; + + int maxAmmo; + int maxClips; + qboolean infiniteAmmo; + qboolean usesEnergy; + + int repeatRate1; + int repeatRate2; + int repeatRate3; + int reloadTime; + + qboolean hasAltMode; + qboolean hasThirdMode; + + qboolean canZoom; + float zoomFov; + + qboolean purchasable; + + int buildDelay; + + WUTeam_t team; +} weaponAttributes_t; + +//TA: upgrade record +typedef struct +{ + int upgradeNum; + + int price; + int stages; + + int slots; + + char *upgradeName; + char *upgradeHumanName; + + char *icon; + + qboolean purchasable; + + WUTeam_t team; +} upgradeAttributes_t; + + +//TA: +void BG_UnpackAmmoArray( int weapon, int psAmmo[ ], int psAmmo2[ ], int *ammo, int *clips ); +void BG_PackAmmoArray( int weapon, int psAmmo[ ], int psAmmo2[ ], int ammo, int clips ); +qboolean BG_WeaponIsFull( weapon_t weapon, int stats[ ], int psAmmo[ ], int psAmmo2[ ] ); +void BG_AddWeaponToInventory( int weapon, int stats[ ] ); +void BG_RemoveWeaponFromInventory( int weapon, int stats[ ] ); +qboolean BG_InventoryContainsWeapon( int weapon, int stats[ ] ); +void BG_AddUpgradeToInventory( int item, int stats[ ] ); +void BG_RemoveUpgradeFromInventory( int item, int stats[ ] ); +qboolean BG_InventoryContainsUpgrade( int item, int stats[ ] ); +void BG_ActivateUpgrade( int item, int stats[ ] ); +void BG_DeactivateUpgrade( int item, int stats[ ] ); +qboolean BG_UpgradeIsActive( int item, int stats[ ] ); +qboolean BG_RotateAxis( vec3_t surfNormal, vec3_t inAxis[ 3 ], + vec3_t outAxis[ 3 ], qboolean inverse, qboolean ceiling ); +void BG_PositionBuildableRelativeToPlayer( const playerState_t *ps, + const vec3_t mins, const vec3_t maxs, + void (*trace)( trace_t *, const vec3_t, const vec3_t, + const vec3_t, const vec3_t, int, int ), + vec3_t outOrigin, vec3_t outAngles, trace_t *tr ); +int BG_GetValueOfHuman( playerState_t *ps ); + +int BG_FindBuildNumForName( char *name ); +int BG_FindBuildNumForEntityName( char *name ); +char *BG_FindNameForBuildable( int bclass ); +char *BG_FindHumanNameForBuildable( int bclass ); +char *BG_FindEntityNameForBuildable( int bclass ); +char *BG_FindModelsForBuildable( int bclass, int modelNum ); +float BG_FindModelScaleForBuildable( int bclass ); +void BG_FindBBoxForBuildable( int bclass, vec3_t mins, vec3_t maxs ); +float BG_FindZOffsetForBuildable( int pclass ); +int BG_FindHealthForBuildable( int bclass ); +int BG_FindRegenRateForBuildable( int bclass ); +trType_t BG_FindTrajectoryForBuildable( int bclass ); +float BG_FindBounceForBuildable( int bclass ); +int BG_FindBuildPointsForBuildable( int bclass ); +qboolean BG_FindStagesForBuildable( int bclass, stage_t stage ); +int BG_FindSplashDamageForBuildable( int bclass ); +int BG_FindSplashRadiusForBuildable( int bclass ); +int BG_FindMODForBuildable( int bclass ); +int BG_FindTeamForBuildable( int bclass ); +weapon_t BG_FindBuildWeaponForBuildable( int bclass ); +int BG_FindAnimForBuildable( int bclass ); +int BG_FindNextThinkForBuildable( int bclass ); +int BG_FindBuildTimeForBuildable( int bclass ); +qboolean BG_FindUsableForBuildable( int bclass ); +int BG_FindRangeForBuildable( int bclass ); +int BG_FindFireSpeedForBuildable( int bclass ); +weapon_t BG_FindProjTypeForBuildable( int bclass ); +float BG_FindMinNormalForBuildable( int bclass ); +qboolean BG_FindInvertNormalForBuildable( int bclass ); +int BG_FindCreepTestForBuildable( int bclass ); +int BG_FindCreepSizeForBuildable( int bclass ); +int BG_FindDCCTestForBuildable( int bclass ); +int BG_FindUniqueTestForBuildable( int bclass ); +void BG_InitBuildableOverrides( void ); + +int BG_FindClassNumForName( char *name ); +char *BG_FindNameForClassNum( int pclass ); +char *BG_FindHumanNameForClassNum( int pclass ); +char *BG_FindModelNameForClass( int pclass ); +float BG_FindModelScaleForClass( int pclass ); +char *BG_FindSkinNameForClass( int pclass ); +float BG_FindShadowScaleForClass( int pclass ); +char *BG_FindHudNameForClass( int pclass ); +qboolean BG_FindStagesForClass( int pclass, stage_t stage ); +void BG_FindBBoxForClass( int pclass, vec3_t mins, vec3_t maxs, vec3_t cmaxs, vec3_t dmins, vec3_t dmaxs ); +float BG_FindZOffsetForClass( int pclass ); +void BG_FindViewheightForClass( int pclass, int *viewheight, int *cViewheight ); +int BG_FindHealthForClass( int pclass ); +float BG_FindFallDamageForClass( int pclass ); +int BG_FindRegenRateForClass( int pclass ); +int BG_FindFovForClass( int pclass ); +float BG_FindBobForClass( int pclass ); +float BG_FindBobCycleForClass( int pclass ); +float BG_FindSpeedForClass( int pclass ); +float BG_FindAccelerationForClass( int pclass ); +float BG_FindAirAccelerationForClass( int pclass ); +float BG_FindFrictionForClass( int pclass ); +float BG_FindStopSpeedForClass( int pclass ); +float BG_FindJumpMagnitudeForClass( int pclass ); +float BG_FindKnockbackScaleForClass( int pclass ); +int BG_FindSteptimeForClass( int pclass ); +qboolean BG_ClassHasAbility( int pclass, int ability ); +weapon_t BG_FindStartWeaponForClass( int pclass ); +float BG_FindBuildDistForClass( int pclass ); +int BG_ClassCanEvolveFromTo( int fclass, int tclass, int credits, int num ); +int BG_FindCostOfClass( int pclass ); +int BG_FindValueOfClass( int pclass ); +void BG_InitClassOverrides( void ); + +int BG_FindPriceForWeapon( int weapon ); +qboolean BG_FindStagesForWeapon( int weapon, stage_t stage ); +int BG_FindSlotsForWeapon( int weapon ); +char *BG_FindNameForWeapon( int weapon ); +int BG_FindWeaponNumForName( char *name ); +char *BG_FindHumanNameForWeapon( int weapon ); +char *BG_FindModelsForWeapon( int weapon, int modelNum ); +char *BG_FindIconForWeapon( int weapon ); +char *BG_FindCrosshairForWeapon( int weapon ); +int BG_FindCrosshairSizeForWeapon( int weapon ); +void BG_FindAmmoForWeapon( int weapon, int *maxAmmo, int *maxClips ); +qboolean BG_FindInfinteAmmoForWeapon( int weapon ); +qboolean BG_FindUsesEnergyForWeapon( int weapon ); +int BG_FindRepeatRate1ForWeapon( int weapon ); +int BG_FindRepeatRate2ForWeapon( int weapon ); +int BG_FindRepeatRate3ForWeapon( int weapon ); +int BG_FindReloadTimeForWeapon( int weapon ); +qboolean BG_WeaponHasAltMode( int weapon ); +qboolean BG_WeaponHasThirdMode( int weapon ); +qboolean BG_WeaponCanZoom( int weapon ); +float BG_FindZoomFovForWeapon( int weapon ); +qboolean BG_FindPurchasableForWeapon( int weapon ); +int BG_FindBuildDelayForWeapon( int weapon ); +WUTeam_t BG_FindTeamForWeapon( int weapon ); + +int BG_FindPriceForUpgrade( int upgrade ); +qboolean BG_FindStagesForUpgrade( int upgrade, stage_t stage ); +int BG_FindSlotsForUpgrade( int upgrade ); +char *BG_FindNameForUpgrade( int upgrade ); +int BG_FindUpgradeNumForName( char *name ); +char *BG_FindHumanNameForUpgrade( int upgrade ); +char *BG_FindIconForUpgrade( int upgrade ); +qboolean BG_FindPurchasableForUpgrade( int upgrade ); +WUTeam_t BG_FindTeamForUpgrade( int upgrade ); + +// content masks +#define MASK_ALL (-1) +#define MASK_SOLID (CONTENTS_SOLID) +#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY) +#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP) +#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME) +#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA) +#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_BODY) + + +// +// entityState_t->eType +// +typedef enum +{ + ET_GENERAL, + ET_PLAYER, + ET_ITEM, + + ET_BUILDABLE, //TA: buildable type + + ET_MISSILE, + ET_MOVER, + ET_BEAM, + ET_PORTAL, + ET_SPEAKER, + ET_PUSH_TRIGGER, + ET_TELEPORT_TRIGGER, + ET_INVISIBLE, + ET_GRAPPLE, // grapple hooked on wall + + ET_CORPSE, + ET_PARTICLE_SYSTEM, + ET_ANIMMAPOBJ, + ET_MODELDOOR, + ET_LIGHTFLARE, + ET_LEV2_ZAP_CHAIN, + + ET_EVENTS // any of the EV_* events can be added freestanding + // by setting eType to ET_EVENTS + eventNum + // this avoids having to set eFlags and eventNum +} entityType_t; + +void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result ); +void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result ); + +void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps ); + +void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap ); +void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap ); + +qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime ); + +#define ARENAS_PER_TIER 4 +#define MAX_ARENAS 1024 +#define MAX_ARENAS_TEXT 8192 + +#define MAX_BOTS 1024 +#define MAX_BOTS_TEXT 8192 + +//TA: conceptually should live in q_shared.h +void AxisToAngles( vec3_t axis[3], vec3_t angles ); +#define Vector2Set(v, x, y) ((v)[0]=(x), (v)[1]=(y)) +float pointToLineDistance( const vec3_t point, const vec3_t p1, const vec3_t p2 ); +#define MAX(x,y) (x)>(y)?(x):(y) +#define MIN(x,y) (x)<(y)?(x):(y) + + +// Ridah +void GetPerpendicularViewVector( const vec3_t point, const vec3_t p1, + const vec3_t p2, vec3_t up ); +void ProjectPointOntoVector( vec3_t point, vec3_t vStart, + vec3_t vEnd, vec3_t vProj ); +float VectorDistance( vec3_t v1, vec3_t v2 ); +// done. + +//call roundf in place of round on non VM platforms +#ifdef Q3_VM +#define roundf round +#else +#define round roundf +#endif + +#define M_ROOT3 1.732050808f +float VectorMinComponent( vec3_t v ); +float VectorMaxComponent( vec3_t v ); +float round( float v ); + +float atof_neg( char *token, qboolean allowNegative ); +int atoi_neg( char *token, qboolean allowNegative ); + +void BG_ParseCSVEquipmentList( const char *string, weapon_t *weapons, int weaponsSize, + upgrade_t *upgrades, int upgradesSize ); +void BG_ParseCSVClassList( const char *string, pClass_t *classes, int classesSize ); +void BG_ParseCSVBuildableList( const char *string, buildable_t *buildables, int buildablesSize ); |