/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2000-2006 Tim Angus This file is part of Tremulous. Tremulous is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Tremulous is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Tremulous; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // bg_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[ ] = { { 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; 0.5f, //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; 0.95f, //float minNormal; qfalse, //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; 0.707f, //float minNormal; qfalse, //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 //NEEDS ADV BUILDER SO S2 AND UP 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; 0.707f, //float minNormal; qfalse, //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_HOVEL, //int buildNum; "hovel", //char *buildName; "Hovel", //char *humanName; "An armoured shell used by the Grangers to hide in, while " "the alien base is under attack. It may be entered or " "exited at any time.", "team_alien_hovel", //char *entityName; TR_GRAVITY, //trType_t traj; 0.0, //float bounce; HOVEL_BP, //int buildPoints; 0, //can't build it //int stages HOVEL_HEALTH, //int health; HOVEL_REGEN, //int regenRate; HOVEL_SPLASHDAMAGE, //int splashDamage; HOVEL_SPLASHRADIUS, //int splashRadius; MOD_ASPAWN, //int meansOfDeath; TEAM_ALIENS, //int team; ( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 150, //int nextthink; HOVEL_BT, //int buildTime; qtrue, //qboolean usable; 0, //int turretRange; 0, //int turretFireSpeed; WP_NONE, //weapon_t turretProjType; 0.95f, //float minNormal; qfalse, //qboolean invertNormal; qtrue, //qboolean creepTest; HOVEL_CREEPSIZE, //int creepSize; qfalse, //qboolean dccTest; qfalse, //qboolean transparentTest; qtrue, //qboolean uniqueTest; HOVEL_VALUE, //int value; }, { 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; 0.95f, //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; 0.95f, //float minNormal; qfalse, //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; qfalse, //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; 0.95f, //float minNormal; qfalse, //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; 0.95f, //float minNormal; qfalse, //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; 0.95f, //float minNormal; qfalse, //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; 0.95f, //float minNormal; qfalse, //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; 0.95f, //float minNormal; qfalse, //qboolean invertNormal; qfalse, //qboolean creepTest; 0, //int creepSize; qfalse, //qboolean dccTest; qfalse, //qboolean transparentTest; qfalse, //qboolean uniqueTest; REPEATER_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 ); } } //////////////////////////////////////////////////////////////////////////////// static const classAttributes_t bg_classList[ ] = { { PCL_NONE, //int classnum; "spectator", //char *className; "", ( 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; 600, //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; 0.2f, //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; 0.2f, //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_LEVEL1, PCL_NONE, PCL_NONE }, //int children[ 3 ]; LEVEL0_COST, //int cost; LEVEL0_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.", ( 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.", ( 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, //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; 2.0f, //float airAcceleration; 6.0f, //float friction; 100.0f, //float stopSpeed; 380.0f, //float jumpMagnitude; 0.8f, //float knockbackScale; { PCL_ALIEN_LEVEL3, PCL_ALIEN_LEVEL2_UPG, PCL_NONE }, //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.", ( 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, //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; 2.0f, //float airAcceleration; 6.0f, //float friction; 100.0f, //float stopSpeed; 380.0f, //float jumpMagnitude; 0.7f, //float knockbackScale; { PCL_ALIEN_LEVEL3, PCL_NONE, PCL_NONE }, //int children[ 3 ]; LEVEL2_UPG_COST, //int cost; LEVEL2_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; 110, //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; 0.5f, //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.", ( 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; 110, //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; 0.4f, //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_ALEVEL1, //int weaponNum; 0, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_WEAPON, //int slots; "level1", //char *weaponName; "Claws", //char *humanName; "", 0, //int maxAmmo; 0, //int maxClips; qtrue, //int infiniteAmmo; qfalse, //int usesEnergy; LEVEL1_CLAW_REPEAT, //int repeatRate1; 0, //int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; LEVEL1_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_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; "", 0, //int maxAmmo; 0, //int maxClips; qtrue, //int infiniteAmmo; qfalse, //int usesEnergy; LEVEL1_CLAW_U_REPEAT, //int repeatRate1; LEVEL1_PCLOUD_REPEAT, //int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; LEVEL1_CLAW_U_K_SCALE,//float knockbackScale; qtrue, //qboolean hasAltMode; qfalse, //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; "Bite", //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; "", 0, //int maxAmmo; 0, //int maxClips; qtrue, //int infiniteAmmo; qfalse, //int usesEnergy; LEVEL2_CLAW_U_REPEAT, //int repeatRate1; LEVEL2_AREAZAP_REPEAT,//int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; LEVEL2_CLAW_U_K_SCALE,//float knockbackScale; qtrue, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qfalse, //qboolean canZoom; 90.0f, //float zoomFov; qfalse, //qboolean purchasable; qfalse, //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; qfalse, //qboolean canZoom; 90.0f, //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; qfalse, //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; "", 0, //int maxAmmo; 0, //int maxClips; qtrue, //int infiniteAmmo; qfalse, //int usesEnergy; LEVEL4_CLAW_REPEAT, //int repeatRate1; 0, //int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; LEVEL4_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_BLASTER, //int weaponNum; 0, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages 0, //int slots; "blaster", //char *weaponName; "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; "Rifle", //char *humanName; "Basic weapon. Cased projectile weapon, with a slow clip based " "reload system.", RIFLE_CLIPSIZE, //int maxAmmo; RIFLE_MAXCLIPS, //int maxClips; qfalse, //int infiniteAmmo; qfalse, //int usesEnergy; RIFLE_REPEAT, //int repeatRate1; 0, //int repeatRate2; 0, //int repeatRate3; RIFLE_RELOAD, //int reloadTime; RIFLE_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_PAIN_SAW, //int weaponNum; PAINSAW_PRICE, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_WEAPON, //int slots; "psaw", //char *weaponName; "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.", 0, //int maxAmmo; 0, //int maxClips; qtrue, //int infiniteAmmo; qfalse, //int usesEnergy; PAINSAW_REPEAT, //int repeatRate1; 0, //int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; PAINSAW_K_SCALE, //float knockbackScale; qfalse, //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; "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; "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; "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.", MDRIVER_CLIPSIZE, //int maxAmmo; MDRIVER_MAXCLIPS, //int maxClips; qfalse, //int infiniteAmmo; qtrue, //int usesEnergy; MDRIVER_REPEAT, //int repeatRate1; 0, //int repeatRate2; 0, //int repeatRate3; MDRIVER_RELOAD, //int reloadTime; MDRIVER_K_SCALE, //float knockbackScale; qfalse, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qtrue, //qboolean canZoom; 20.0f, //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; "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; 0, //int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; CHAINGUN_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_PULSE_RIFLE, //int weaponNum; PRIFLE_PRICE, //int price; ( 1 << S2 )|( 1 << S3 ), //int stages SLOT_WEAPON, //int slots; "prifle", //char *weaponName; "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; 0, //int repeatRate2; 0, //int repeatRate3; PRIFLE_RELOAD, //int reloadTime; PRIFLE_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_FLAMER, //int weaponNum; FLAMER_PRICE, //int price; ( 1 << S2 )|( 1 << S3 ), //int stages SLOT_WEAPON, //int slots; "flamer", //char *weaponName; "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.", FLAMER_GAS, //int maxAmmo; 0, //int maxClips; qfalse, //int infiniteAmmo; qfalse, //int usesEnergy; FLAMER_REPEAT, //int repeatRate1; 0, //int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; FLAMER_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_LUCIFER_CANNON, //int weaponNum; LCANNON_PRICE, //int price; ( 1 << S3 ), //int stages SLOT_WEAPON, //int slots; "lcannon", //char *weaponName; "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_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; "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; "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; "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; "Medkit", //char *humanName; "", "icons/iconu_atoxin", qfalse, //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; "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; "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; "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; "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; "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_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_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_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_MEDKIT_USED", "EV_ALIEN_EVOLVE", "EV_ALIEN_EVOLVE_FAILED", "EV_DEBUG_LINE", "EV_STOPLOOPINGSOUND", "EV_TAUNT", "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" }; /* =============== 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_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_DEADSOLID ); 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->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' ) { //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' ) { //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( char names[ ][ MAX_EMOTICON_NAME_LEN ], int widths[ ] ) { int numFiles; char fileList[ MAX_EMOTICONS * ( MAX_EMOTICON_NAME_LEN + 9 ) ] = {""}; int i; char *filePtr; int fileLen; char emoticon[ MAX_EMOTICON_NAME_LEN + 9 ] = {""}; int loaded = 0; int count; int width = 0; 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; i++, filePtr += fileLen + 1 ) { if( count >= MAX_EMOTICONS ) { count++; continue; } fileLen = strlen( filePtr ); if( fileLen > MAX_EMOTICON_NAME_LEN + 8 ) { Com_Printf( S_COLOR_YELLOW "WARNING: MAX_EMOTICON_NAME_LEN is %d. " "skipping \"%s\", filename too long", MAX_EMOTICON_NAME_LEN, filePtr ); continue; } if( fileLen < 9 ) { Com_Printf( S_COLOR_YELLOW "WARNING: skipping \"%s\", filename too short", filePtr ); continue; } if( !trap_FS_FOpenFile( va( "emoticons/%s", filePtr ), NULL, FS_READ ) ) { Com_Printf( S_COLOR_YELLOW "WARNING: BG_LoadEmoticons(): detected " " an unreadable .tga file name \"emoticons/%s\" in emoticon detection", filePtr ); break; } Q_strncpyz( emoticon, filePtr, sizeof( emoticon ) ); if( emoticon[ fileLen - 8 ] != '_' ) { Com_Printf( S_COLOR_YELLOW "WARNING: skipping \"%s\", filename invalid", filePtr ); continue; } width = emoticon[ fileLen - 7 ] - '0'; if( width < 1 || width > 9 ) { Com_Printf( S_COLOR_YELLOW "WARNING: skipping \"%s\", invalid width", filePtr ); continue; } emoticon[ fileLen - 8 ] = '\0'; Q_strncpyz( names[ count ], emoticon, sizeof( names[ count ] ) ); if( widths ) widths[ count ] = width; count++; loaded = count; } Com_Printf( "Loaded %d of %d emoticons (MAX_EMOTICONS is %d)\n", loaded, count, MAX_EMOTICONS ); return loaded; } /* ============ 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 ""; }