// Copyright (C) 1999-2000 Id Software, Inc. // // bg_misc.c -- both games misc functions, all completely stateless /* * Portions Copyright (C) 2000-2001 Tim Angus * * This program is free software; you can redistribute it and/or modify it * under the terms of the OSML - Open Source Modification License v1.0 as * described in the file COPYING which is distributed with this source * code. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. */ #include "q_shared.h" #include "bg_public.h" buildableAttributes_t bg_buildableList[ ] = { { BA_A_SPAWN, //int buildNum; "bioegg", //char *buildName; "Egg", //char *humanName; "team_alien_spawn", //char *entityName; { "models/buildables/bioegg/bioegg.md3", 0, 0, 0 }, { -15, -15, -15 }, //vec3_t mins; { 15, 15, 15 }, //vec3_t maxs; 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; BIT_ALIENS, //int team; ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 100, //int nextthink; 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 reactorTest; }, { BA_A_BARRICADE, //int buildNum; "barricade", //char *buildName; "Barricade", //char *humanName; "team_alien_barricade",//char *entityName; { "models/buildables/barricade/barricade.md3", 0, 0, 0 }, { -35, -35, -15 }, //vec3_t mins; { 35, 35, 60 }, //vec3_t maxs; 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; BIT_ALIENS, //int team; ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 100, //int nextthink; 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 reactorTest; }, { BA_A_BOOSTER, //int buildNum; "booster", //char *buildName; "Booster", //char *humanName; "team_alien_booster", //char *entityName; { "models/buildables/booster/booster.md3", 0, 0, 0 }, { -26, -26, -9 }, //vec3_t mins; { 26, 26, 9 }, //vec3_t maxs; TR_GRAVITY, //trType_t traj; 0.0, //float bounce; BOOSTER_BP, //int buildPoints; ( 1 << S1 )|( 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; BIT_ALIENS, //int team; ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 100, //int nextthink; 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; qfalse //qboolean reactorTest; }, { BA_A_ACIDTUBE, //int buildNum; "acid_tube", //char *buildName; "Acid Tube", //char *humanName; "team_alien_acid_tube",//char *entityName; { "models/buildables/acid_tube/acid_tube.md3", 0, 0, 0 }, { -35, -35, -11 }, //vec3_t mins; { 35, 35, 40 }, //vec3_t maxs; 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; BIT_ALIENS, //int team; ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 500, //int nextthink; qfalse, //qboolean usable; 0, //int turretRange; 0, //int turretFireSpeed; WP_NONE, //weapon_t turretProjType; 0.707f, //float minNormal; qtrue, //qboolean invertNormal; qtrue, //qboolean creepTest; ACIDTUBE_CREEPSIZE, //int creepSize; qfalse, //qboolean dccTest; qfalse //qboolean reactorTest; }, { BA_A_TRAPPER, //int buildNum; "trapper", //char *buildName; "Trapper", //char *humanName; "team_alien_trapper", //char *entityName; { "models/buildables/trapper/trapper.md3", 0, 0, 0 }, { -15, -15, -15 }, //vec3_t mins; { 15, 15, 15 }, //vec3_t maxs; TR_GRAVITY, //trType_t traj; 0.0, //float bounce; TRAPPER_BP, //int buildPoints; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages TRAPPER_HEALTH, //int health; TRAPPER_REGEN, //int regenRate; TRAPPER_SPLASHDAMAGE, //int splashDamage; TRAPPER_SPLASHRADIUS, //int splashRadius; MOD_ASPAWN, //int meansOfDeath; BIT_ALIENS, //int team; ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 100, //int nextthink; 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; qfalse //qboolean reactorTest; }, { BA_A_HIVEMIND, //int buildNum; "hivemind", //char *buildName; "Overmind", //char *humanName; "team_alien_hivemind", //char *entityName; { "models/buildables/hivemind/hivemind.md3", 0, 0, 0 }, { -45, -45, -15 }, //vec3_t mins; { 45, 45, 95 }, //vec3_t maxs; 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; BIT_ALIENS, //int team; ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; OVERMIND_ATTACK_REPEAT,//int nextthink; qfalse, //qboolean usable; 0, //int turretRange; 0, //int turretFireSpeed; WP_NONE, //weapon_t turretProjType; 0.707f, //float minNormal; qfalse, //qboolean invertNormal; qfalse, //qboolean creepTest; OVERMIND_CREEPSIZE, //int creepSize; qfalse, //qboolean dccTest; qtrue //qboolean reactorTest; }, { BA_A_HOVEL, //int buildNum; "hovel", //char *buildName; "Hovel", //char *humanName; "team_alien_hovel", //char *entityName; { "models/buildables/hovel/hovel.md3", 0, 0, 0 }, { -50, -50, -20 }, //vec3_t mins; { 50, 50, 20 }, //vec3_t maxs; TR_GRAVITY, //trType_t traj; 0.0, //float bounce; HOVEL_BP, //int buildPoints; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages HOVEL_HEALTH, //int health; HOVEL_REGEN, //int regenRate; HOVEL_SPLASHDAMAGE, //int splashDamage; HOVEL_SPLASHRADIUS, //int splashRadius; MOD_ASPAWN, //int meansOfDeath; BIT_ALIENS, //int team; ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 150, //int nextthink; qtrue, //qboolean usable; 0, //int turretRange; 0, //int turretFireSpeed; WP_NONE, //weapon_t turretProjType; 0.707f, //float minNormal; qtrue, //qboolean invertNormal; qtrue, //qboolean creepTest; HOVEL_CREEPSIZE, //int creepSize; qfalse, //qboolean dccTest; qfalse //qboolean reactorTest; }, { BA_A_OBANK, //int buildNum; "obank", //char *buildName; "Organ Bank", //char *humanName; "team_alien_obank", //char *entityName; { "models/buildables/obank/obank.md3", 0, 0, 0 }, { -15, -15, -15 }, //vec3_t mins; { 15, 15, 15 }, //vec3_t maxs; TR_GRAVITY, //trType_t traj; 0.0, //float bounce; OBANK_BP, //int buildPoints; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages OBANK_HEALTH, //int health; OBANK_REGEN, //int regenRate; OBANK_SPLASHDAMAGE, //int splashDamage; OBANK_SPLASHRADIUS, //int splashRadius; MOD_ASPAWN, //int meansOfDeath; BIT_ALIENS, //int team; ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; -1, //int nextthink; qtrue, //qboolean usable; 0, //int turretRange; 0, //int turretFireSpeed; WP_NONE, //weapon_t turretProjType; 0.5f, //float minNormal; qtrue, //qboolean invertNormal; qtrue, //qboolean creepTest; OBANK_CREEPSIZE, //int creepSize; qfalse, //qboolean dccTest; qfalse //qboolean reactorTest; }, { BA_H_SPAWN, //int buildNum; "replicator", //char *buildName; "Replicator", //char *humanName; "team_human_spawn", //char *entityName; { "models/buildables/replicator/replicator.md3", 0, 0, 0 }, { -40, -40, -4 }, //vec3_t mins; { 40, 40, 4 }, //vec3_t maxs; 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; BIT_HUMANS, //int team; ( 1 << WP_HBUILD )|( 1 << WP_HBUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 100, //int nextthink; qfalse, //qboolean usable; 0, //int turretRange; 0, //int turretFireSpeed; WP_NONE, //weapon_t turretProjType; 0.907f, //float minNormal; qfalse, //qboolean invertNormal; qfalse, //qboolean creepTest; 0, //int creepSize; qfalse, //qboolean dccTest; qfalse //qboolean reactorTest; }, { BA_H_MEDISTAT, //int buildNum; "medistat", //char *buildName; "Medistation", //char *humanName; "team_human_medistat", //char *entityName; { "models/buildables/medistat/medistat.md3", 0, 0, 0 }, { -35, -35, -7 }, //vec3_t mins; { 35, 35, 7 }, //vec3_t maxs; 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; BIT_HUMANS, //int team; ( 1 << WP_HBUILD )|( 1 << WP_HBUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 100, //int nextthink; qfalse, //qboolean usable; 0, //int turretRange; 0, //int turretFireSpeed; WP_NONE, //weapon_t turretProjType; 0.907f, //float minNormal; qfalse, //qboolean invertNormal; qfalse, //qboolean creepTest; 0, //int creepSize; qfalse, //qboolean dccTest; qfalse //qboolean reactorTest; }, { BA_H_ADVMEDISTAT, //int buildNum; "advmedistat", //char *buildName; "Adv Medistation", //char *humanName; "team_human_advmedistat",//char *entityName; { "models/buildables/medistat/medistat2.md3", 0, 0, 0 }, { -65, -65, -7 }, //vec3_t mins; { 65, 65, 7 }, //vec3_t maxs; TR_GRAVITY, //trType_t traj; 0.0, //float bounce; ADVMEDISTAT_BP, //int buildPoints; ( 1 << S3 ), //int stages ADVMEDISTAT_HEALTH, //int health; 0, //int regenRate; ADVMEDISTAT_SPLASHDAMAGE, //int splashDamage; ADVMEDISTAT_SPLASHRADIUS, //int splashRadius; MOD_HSPAWN, //int meansOfDeath; BIT_HUMANS, //int team; ( 1 << WP_HBUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 100, //int nextthink; qfalse, //qboolean usable; 0, //int turretRange; 0, //int turretFireSpeed; WP_NONE, //weapon_t turretProjType; 0.907f, //float minNormal; qfalse, //qboolean invertNormal; qfalse, //qboolean creepTest; 0, //int creepSize; qtrue, //qboolean dccTest; qfalse //qboolean reactorTest; }, { BA_H_MGTURRET, //int buildNum; "mgturret", //char *buildName; "Machinegun Turret", //char *humanName; "team_human_def2", //char *entityName; { "models/buildables/mgturret/turret_base.md3", "models/buildables/mgturret/turret_barrel.md3", "models/buildables/mgturret/turret_top.md3", 0 }, { -25, -25, -20 }, //vec3_t mins; { 25, 25, 20 }, //vec3_t maxs; 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; BIT_HUMANS, //int team; ( 1 << WP_HBUILD )|( 1 << WP_HBUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 50, //int nextthink; qfalse, //qboolean usable; MGTURRET_RANGE, //int turretRange; MGTURRET_REPEAT, //int turretFireSpeed; WP_MACHINEGUN, //weapon_t turretProjType; 0.907f, //float minNormal; qfalse, //qboolean invertNormal; qfalse, //qboolean creepTest; 0, //int creepSize; qfalse, //qboolean dccTest; qfalse //qboolean reactorTest; }, { BA_H_TESLAGEN, //int buildNum; "tesla", //char *buildName; "Tesla Generator", //char *humanName; "team_human_tesla", //char *entityName; { "models/buildables/tesla/tesla.md3", 0, 0, 0 }, { -22, -22, -40 }, //vec3_t mins; { 22, 22, 40 }, //vec3_t maxs; 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; BIT_HUMANS, //int team; ( 1 << WP_HBUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 150, //int nextthink; qfalse, //qboolean usable; TESLAGEN_RANGE, //int turretRange; TESLAGEN_REPEAT, //int turretFireSpeed; WP_TESLAGEN, //weapon_t turretProjType; 0.907f, //float minNormal; qfalse, //qboolean invertNormal; qfalse, //qboolean creepTest; 0, //int creepSize; qtrue, //qboolean dccTest; qfalse //qboolean reactorTest; }, { BA_H_DCC, //int buildNum; "dcc", //char *buildName; "Defence Computer", //char *humanName; "team_human_dcc", //char *entityName; { "models/buildables/dcc/dcc.md3", 0, 0, 0 }, { -35, -35, -13 }, //vec3_t mins; { 35, 35, 47 }, //vec3_t maxs; TR_GRAVITY, //trType_t traj; 0.0, //float bounce; DC_BP, //int buildPoints; ( 1 << S3 ), //int stages DC_HEALTH, //int health; 0, //int regenRate; DC_SPLASHDAMAGE, //int splashDamage; DC_SPLASHRADIUS, //int splashRadius; MOD_HSPAWN, //int meansOfDeath; BIT_HUMANS, //int team; ( 1 << WP_HBUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 100, //int nextthink; qfalse, //qboolean usable; 0, //int turretRange; 0, //int turretFireSpeed; WP_NONE, //weapon_t turretProjType; 0.907f, //float minNormal; qfalse, //qboolean invertNormal; qfalse, //qboolean creepTest; 0, //int creepSize; qfalse, //qboolean dccTest; qfalse //qboolean reactorTest; }, { BA_H_BANK, //int buildNum; "bank", //char *buildName; "Bank", //char *humanName; "team_human_bank", //char *entityName; { "models/buildables/bank/bank.md3", 0, 0, 0 }, { -25, -25, 0 }, //vec3_t mins; { 25, 25, 45 }, //vec3_t maxs; TR_GRAVITY, //trType_t traj; 0.0, //float bounce; BANK_BP, //int buildPoints; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages BANK_HEALTH, //int health; 0, //int regenRate; BANK_SPLASHDAMAGE, //int splashDamage; BANK_SPLASHRADIUS, //int splashRadius; MOD_HSPAWN, //int meansOfDeath; BIT_HUMANS, //int team; ( 1 << WP_HBUILD )|( 1 << WP_HBUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 100, //int nextthink; qtrue, //qboolean usable; 0, //int turretRange; 0, //int turretFireSpeed; WP_NONE, //weapon_t turretProjType; 0.907f, //float minNormal; qfalse, //qboolean invertNormal; qfalse, //qboolean creepTest; 0, //int creepSize; qfalse, //qboolean dccTest; qfalse //qboolean reactorTest; }, { BA_H_ARMOURY, //int buildNum; "mcu", //char *buildName; "Armoury", //char *humanName; "team_human_armoury", //char *entityName; { "models/buildables/mcu/mcu.md3", 0, 0, 0 }, { -40, -40, -13 }, //vec3_t mins; { 40, 40, 50 }, //vec3_t maxs; 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; BIT_HUMANS, //int team; ( 1 << WP_HBUILD )|( 1 << WP_HBUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 100, //int nextthink; qtrue, //qboolean usable; 0, //int turretRange; 0, //int turretFireSpeed; WP_NONE, //weapon_t turretProjType; 0.907f, //float minNormal; qfalse, //qboolean invertNormal; qfalse, //qboolean creepTest; 0, //int creepSize; qfalse, //qboolean dccTest; qfalse //qboolean reactorTest; }, { BA_H_REACTOR, //int buildNum; "reactor", //char *buildName; "Reactor", //char *humanName; "team_human_reactor", //char *entityName; { "models/buildables/reactor/reactor.md3", 0, 0, 0 }, { -50, -50, -15 }, //vec3_t mins; { 50, 50, 95 }, //vec3_t maxs; 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; BIT_HUMANS, //int team; ( 1 << WP_HBUILD )|( 1 << WP_HBUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; -1, //int nextthink; qtrue, //qboolean usable; 0, //int turretRange; 0, //int turretFireSpeed; WP_NONE, //weapon_t turretProjType; 0.907f, //float minNormal; qfalse, //qboolean invertNormal; qfalse, //qboolean creepTest; 0, //int creepSize; qfalse, //qboolean dccTest; qtrue //qboolean reactorTest; }, { BA_H_REPEATER, //int buildNum; "repeater", //char *buildName; "Repeater", //char *humanName; "team_human_repeater", //char *entityName; { "models/buildables/repeater/repeater.md3", 0, 0, 0 }, { -15, -15, -15 }, //vec3_t mins; { 15, 15, 25 }, //vec3_t maxs; TR_GRAVITY, //trType_t traj; 0.0, //float bounce; REPEATER_BP, //int buildPoints; ( 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; BIT_HUMANS, //int team; ( 1 << WP_HBUILD )|( 1 << WP_HBUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 100, //int nextthink; qtrue, //qboolean usable; 0, //int turretRange; 0, //int turretFireSpeed; WP_NONE, //weapon_t turretProjType; 0.907f, //float minNormal; qfalse, //qboolean invertNormal; qfalse, //qboolean creepTest; 0, //int creepSize; qfalse, //qboolean dccTest; qfalse //qboolean reactorTest; }, { BA_H_FLOATMINE, //int buildNum; "floatmine", //char *buildName; "Floatmine", //char *humanName; "team_human_floatmine",//char *entityName; { "models/buildables/floatmine/floatmine.md3", 0, 0, 0 }, { -25, -25, -25 }, //vec3_t mins; { 25, 25, 25 }, //vec3_t maxs; TR_BUOYANCY, //trType_t traj; 0.2, //float bounce; FLOATMINE_BP, //int buildPoints; ( 1 << S2 )|( 1 << S3 ), //int stages FLOATMINE_HEALTH, //int health; 0, //int regenRate; FLOATMINE_SPLASHDAMAGE,//int splashDamage; FLOATMINE_SPLASHRADIUS,//int splashRadius; MOD_HSPAWN, //int meansOfDeath; BIT_HUMANS, //int team; ( 1 << WP_HBUILD2 ), //weapon_t buildWeapon; BANIM_IDLE1, //int idleAnim; 100, //int nextthink; qfalse, //qboolean usable; 0, //int turretRange; 0, //int turretFireSpeed; WP_NONE, //weapon_t turretProjType; 0.707f, //float minNormal; qfalse, //qboolean invertNormal; qfalse, //qboolean creepTest; 0, //int creepSize; qfalse, //qboolean dccTest; qfalse //qboolean reactorTest; } }; int bg_numBuildables = sizeof( bg_buildableList ) / sizeof( bg_buildableList[ 0 ] ); /* ============== BG_FindBuildNumForName ============== */ int BG_FindBuildNumForName( char *name ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( !Q_stricmp( bg_buildableList[ i ].buildName, name ) ) return bg_buildableList[ i ].buildNum; } //wimp out return BA_NONE; } /* ============== BG_FindBuildNumForEntityName ============== */ int BG_FindBuildNumForEntityName( char *name ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( !Q_stricmp( bg_buildableList[ i ].entityName, name ) ) return bg_buildableList[ i ].buildNum; } //wimp out return BA_NONE; } /* ============== BG_FindNameForBuildNum ============== */ char *BG_FindNameForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) return bg_buildableList[ i ].buildName; } //wimp out return 0; } /* ============== BG_FindHumanNameForBuildNum ============== */ char *BG_FindHumanNameForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) return bg_buildableList[ i ].humanName; } //wimp out return 0; } /* ============== BG_FindEntityNameForBuildNum ============== */ char *BG_FindEntityNameForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) return bg_buildableList[ i ].entityName; } //wimp out return 0; } /* ============== BG_FindModelsForBuildNum ============== */ char *BG_FindModelsForBuildable( int bclass, int modelNum ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) return bg_buildableList[ i ].models[ modelNum ]; } //wimp out return 0; } /* ============== BG_FindBBoxForBuildable ============== */ void BG_FindBBoxForBuildable( int bclass, vec3_t mins, vec3_t maxs ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { if( mins != NULL ) VectorCopy( bg_buildableList[ i ].mins, mins ); if( maxs != NULL ) VectorCopy( bg_buildableList[ i ].maxs, maxs ); return; } } if( mins != NULL ) VectorCopy( bg_buildableList[ 0 ].mins, mins ); if( maxs != NULL ) VectorCopy( bg_buildableList[ 0 ].maxs, maxs ); } /* ============== BG_FindTrajectoryForBuildable ============== */ trType_t BG_FindTrajectoryForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].traj; } } return TR_GRAVITY; } /* ============== BG_FindBounceForBuildable ============== */ float BG_FindBounceForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].bounce; } } return 0.0; } /* ============== BG_FindBuildPointsForBuildable ============== */ int BG_FindBuildPointsForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].buildPoints; } } return 1000; } /* ============== BG_FindStagesForBuildable ============== */ qboolean BG_FindStagesForBuildable( int bclass, stage_t stage ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { if( bg_buildableList[ i ].stages & ( 1 << stage ) ) return qtrue; else return qfalse; } } return qfalse; } /* ============== BG_FindHealthForBuildable ============== */ int BG_FindHealthForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].health; } } return 1000; } /* ============== BG_FindRegenRateForBuildable ============== */ int BG_FindRegenRateForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].regenRate; } } return 0; } /* ============== BG_FindSplashDamageForBuildable ============== */ int BG_FindSplashDamageForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].splashDamage; } } return 50; } /* ============== BG_FindSplashRadiusForBuildable ============== */ int BG_FindSplashRadiusForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].splashRadius; } } return 200; } /* ============== BG_FindMODForBuildable ============== */ int BG_FindMODForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].meansOfDeath; } } return MOD_UNKNOWN; } /* ============== BG_FindTeamForBuildable ============== */ int BG_FindTeamForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].team; } } return BIT_NONE; } /* ============== BG_FindBuildWeaponForBuildable ============== */ weapon_t BG_FindBuildWeaponForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].buildWeapon; } } return BA_NONE; } /* ============== BG_FindAnimForBuildable ============== */ int BG_FindAnimForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].idleAnim; } } return BANIM_IDLE1; } /* ============== BG_FindNextThinkForBuildable ============== */ int BG_FindNextThinkForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].nextthink; } } return 100; } /* ============== BG_FindUsableForBuildable ============== */ qboolean BG_FindUsableForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].usable; } } return qfalse; } /* ============== BG_FindFireSpeedForBuildable ============== */ int BG_FindFireSpeedForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].turretFireSpeed; } } return 1000; } /* ============== BG_FindRangeForBuildable ============== */ int BG_FindRangeForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].turretRange; } } return 1000; } /* ============== BG_FindProjTypeForBuildable ============== */ weapon_t BG_FindProjTypeForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].turretProjType; } } return WP_NONE; } /* ============== BG_FindMinNormalForBuildable ============== */ float BG_FindMinNormalForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].minNormal; } } return 0.707f; } /* ============== BG_FindInvertNormalForBuildable ============== */ qboolean BG_FindInvertNormalForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].invertNormal; } } return qfalse; } /* ============== BG_FindCreepTestForBuildable ============== */ int BG_FindCreepTestForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].creepTest; } } return qfalse; } /* ============== BG_FindCreepSizeForBuildable ============== */ int BG_FindCreepSizeForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].creepSize; } } return CREEP_BASESIZE; } /* ============== BG_FindDCCTestForBuildable ============== */ int BG_FindDCCTestForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].dccTest; } } return qfalse; } /* ============== BG_FindUniqueTestForBuildable ============== */ int BG_FindUniqueTestForBuildable( int bclass ) { int i; for( i = 0; i < bg_numBuildables; i++ ) { if( bg_buildableList[ i ].buildNum == bclass ) { return bg_buildableList[ i ].reactorTest; } } return qfalse; } //////////////////////////////////////////////////////////////////////////////// classAttributes_t bg_classList[ ] = { { PCL_A_B_BASE, //int classnum; "builder", //char *className; "Builder", //char *humanName; "lucy", //char *modelname; 1.0f, //float modelScale; "default", //char *skinname; "alien_hud", //char *hudname; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages { -15, -15, -20 }, //vec3_t mins; { 15, 15, 20 }, //vec3_t maxs; { 15, 15, 20 }, //vec3_t crouchmaxs; { -15, -15, -4 }, //vec3_t deadmins; { 15, 15, 4 }, //vec3_t deadmaxs; 20, 20, //int viewheight, crouchviewheight; ABUILDER_HEALTH, //int health; ABUILDER_REGEN, //int regenRate; SCA_TAKESFALLDAMAGE|SCA_FOVWARPS| SCA_NOFOOTSTEPS, //int abilities; WP_ABUILD, //weapon_t startWeapon 95.0f, //float buildDist; 80, //int fov; 0.001f, //float bob; 350, //int steptime; ABUILDER_SPEED, //float speed; 1.0f, //float sticky; { PCL_A_B_LEV1, PCL_NONE, PCL_NONE }, //int children[ 3 ]; ABUILDER_TTE, //int timetoevolve; ABUILDER_VALUE //int value; }, { PCL_A_B_LEV1, //int classnum; "builderupg", //char *classname; "Advanced Builder", //char *humanname; "lucy", //char *modelname; 1.0f, //float modelScale; "angel", //char *skinname; "alien_hud", //char *hudname; ( 1 << S2 )|( 1 << S3 ), //int stages { -20, -20, -20 }, //vec3_t mins; { 20, 20, 20 }, //vec3_t maxs; { 20, 20, 20 }, //vec3_t crouchmaxs; { -20, -20, -4 }, //vec3_t deadmins; { 20, 20, 4 }, //vec3_t deadmaxs; 20, 20, //int viewheight, crouchviewheight; ABUILDER_UPG_HEALTH, //int health; ABUILDER_UPG_REGEN, //int regenRate; SCA_CANJUMP|SCA_FOVWARPS|SCA_WALLCLIMBER| SCA_NOFOOTSTEPS, //int abilities; WP_ABUILD2, //weapon_t startWeapon 95.0f, //float buildDist; 110, //int fov; 0.001f, //float bob; 200, //int steptime; ABUILDER_UPG_SPEED, //float speed; 1.0f, //float sticky; { PCL_NONE, PCL_NONE, PCL_NONE }, //int children[ 3 ]; 0, //int timetoevolve; ABUILDER_UPG_VALUE //int value; }, { PCL_A_O_BASE, //int classnum; "soldier", //char *classname; "Soldier", //char *humanname; "jumper", //char *modelname; 0.2f, //float modelScale; "default", //char *skinname; "alien_hud", //char *hudname; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages { -15, -15, -6 }, //vec3_t mins; { 15, 15, 6 }, //vec3_t maxs; { 15, 15, 6 }, //vec3_t crouchmaxs; { -15, -15, -4 }, //vec3_t deadmins; { 15, 15, 4 }, //vec3_t deadmaxs; 6, 6, //int viewheight, crouchviewheight; SOLDIER_HEALTH, //int health; SOLDIER_REGEN, //int regenRate; SCA_WALLCLIMBER|SCA_CANJUMP|SCA_NOWEAPONDRIFT| SCA_FOVWARPS|SCA_ALIENSENSE|SCA_NOFOOTSTEPS, //int abilities; WP_VENOM, //weapon_t startWeapon 0.0f, //float buildDist; 140, //int fov; 0.0f, //float bob; 25, //int steptime; SOLDIER_SPEED, //float speed; 5.0f, //float sticky; { PCL_A_O_LEV1, PCL_NONE, PCL_NONE }, //int children[ 3 ]; SOLDIER_TTE, //int timetoevolve; SOLDIER_VALUE //int value; }, { PCL_A_O_LEV1, //int classnum; "dragoon", //char *classname; "Dragoon", //char *humanname; "jumper", //char *modelname; 0.3f, //float modelScale; "red", //char *skinname; "alien_hud", //char *hudname; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages { -24, -24, -9 }, //vec3_t mins; { 24, 24, 9 }, //vec3_t maxs; { 24, 24, 9 }, //vec3_t crouchmaxs; { -24, -24, -4 }, //vec3_t deadmins; { 24, 24, 4 }, //vec3_t deadmaxs; 18, 18, //int viewheight, crouchviewheight; DRAGOON_HEALTH, //int health; DRAGOON_REGEN, //int regenRate; SCA_CANJUMP|SCA_NOWEAPONDRIFT| SCA_FOVWARPS|SCA_ALIENSENSE|SCA_NOFOOTSTEPS, //int abilities; WP_POUNCE, //weapon_t startWeapon 0.0f, //float buildDist; 110, //int fov; 0.0005f, //float bob; 25, //int steptime; DRAGOON_SPEED, //float speed; 3.0f, //float sticky; { PCL_A_O_LEV2, PCL_A_O_LEV1_UPG, PCL_NONE }, //int children[ 3 ]; DRAGOON_TTE, //int timetoevolve; DRAGOON_VALUE //int value; }, { PCL_A_O_LEV1_UPG, //int classnum; "dragoonupg", //char *classname; "Dragoon Upgrade", //char *humanname; "jumper", //char *modelname; 0.4f, //float modelScale; "blue", //char *skinname; "alien_hud", //char *hudname; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages { -24, -24, -11 }, //vec3_t mins; { 24, 24, 11 }, //vec3_t maxs; { 24, 24, 11 }, //vec3_t crouchmaxs; { -24, -24, -4 }, //vec3_t deadmins; { 24, 24, 4 }, //vec3_t deadmaxs; 20, 20, //int viewheight, crouchviewheight; DRAGOON_UPG_HEALTH, //int health; DRAGOON_UPG_REGEN, //int regenRate; SCA_CANJUMP|SCA_NOWEAPONDRIFT| SCA_FOVWARPS|SCA_ALIENSENSE|SCA_NOFOOTSTEPS, //int abilities; WP_POUNCE_UPG, //weapon_t startWeapon 0.0f, //float buildDist; 110, //int fov; 0.0005f, //float bob; 25, //int steptime; DRAGOON_UPG_SPEED, //float speed; 3.0f, //float sticky; { PCL_A_O_LEV2, PCL_NONE, PCL_NONE }, //int children[ 3 ]; DRAGOON_UPG_TTE, //int timetoevolve; DRAGOON_UPG_VALUE //int value; }, { PCL_A_O_LEV2, //int classnum; "hydra", //char *classname; "Hydra", //char *humanname; "spitter", //char *modelname; 0.6f, //float modelScale; "default", //char *skinname; "alien_hud", //char *hudname; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages { -18, -18, -18 }, //vec3_t mins; { 18, 18, 18 }, //vec3_t maxs; { 18, 18, 18 }, //vec3_t crouchmaxs; { -18, -18, -4 }, //vec3_t deadmins; { 18, 18, 4 }, //vec3_t deadmaxs; 18, 18, //int viewheight, crouchviewheight; HYDRA_HEALTH, //int health; HYDRA_REGEN, //int regenRate; SCA_CANJUMP|SCA_NOWEAPONDRIFT| SCA_FOVWARPS|SCA_WALLCLIMBER|SCA_ALIENSENSE| SCA_NOFOOTSTEPS, //int abilities; WP_GRAB_CLAW, //weapon_t startWeapon 0.0f, //float buildDist; 100, //int fov; 0.001f, //float bob; 25, //int steptime; HYDRA_SPEED, //float speed; 4.0f, //float sticky; { PCL_A_O_LEV3, PCL_A_O_LEV2_UPG, PCL_NONE }, //int children[ 3 ]; HYDRA_TTE, //int timetoevolve; HYDRA_VALUE //int value; }, { PCL_A_O_LEV2_UPG, //int classnum; "hydraupg", //char *classname; "Hydra Upgrade", //char *humanname; "spitter", //char *modelname; 0.7f, //float modelScale; "blue", //char *skinname; "alien_hud", //char *hudname; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages { -20, -20, -20 }, //vec3_t mins; { 20, 20, 20 }, //vec3_t maxs; { 20, 20, 20 }, //vec3_t crouchmaxs; { -20, -20, -4 }, //vec3_t deadmins; { 20, 20, 4 }, //vec3_t deadmaxs; 20, 20, //int viewheight, crouchviewheight; HYDRA_UPG_HEALTH, //int health; HYDRA_UPG_REGEN, //int regenRate; SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS| SCA_WALLCLIMBER|SCA_ALIENSENSE| SCA_NOFOOTSTEPS, //int abilities; WP_GRAB_CLAW_UPG, //weapon_t startWeapon 0.0f, //float buildDist; 100, //int fov; 0.001f, //float bob; 25, //int steptime; HYDRA_UPG_SPEED, //float speed; 4.0f, //float sticky; { PCL_A_O_LEV3, PCL_NONE, PCL_NONE }, //int children[ 3 ]; HYDRA_UPG_TTE, //int timetoevolve; HYDRA_UPG_VALUE //int value; }, { PCL_A_O_LEV3, //int classnum; "chimera", //char *classname; "Chimera", //char *humanname; "prowl", //char *modelname; 0.75f, //float modelScale; "default", //char *skinname; "alien_hud", //char *hudname; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages { -22, -22, -22 }, //vec3_t mins; { 22, 22, 22 }, //vec3_t maxs; { 22, 22, 22 }, //vec3_t crouchmaxs; { -22, -22, -4 }, //vec3_t deadmins; { 22, 22, 4 }, //vec3_t deadmaxs; 30, 30, //int viewheight, crouchviewheight; CHIMERA_HEALTH, //int health; CHIMERA_REGEN, //int regenRate; SCA_CANJUMP|SCA_NOWEAPONDRIFT| SCA_FOVWARPS|SCA_ALIENSENSE|SCA_NOFOOTSTEPS, //int abilities; WP_AREA_ZAP, //weapon_t startWeapon 0.0f, //float buildDist; 90, //int fov; 0.0f, //float bob; 60, //int steptime; CHIMERA_SPEED, //float speed; 5.0f, //float sticky; { PCL_A_O_LEV4, PCL_A_O_LEV3_UPG, PCL_NONE }, //int children[ 3 ]; CHIMERA_TTE, //int timetoevolve; CHIMERA_VALUE //int value; }, { PCL_A_O_LEV3_UPG, //int classnum; "chimeraupg", //char *classname; "Chimera Upgrade", //char *humanname; "tarantula", //char *modelname; 0.9f, //float modelScale; "red", //char *skinname; "alien_hud", //char *hudname; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages { -24, -24, -24 }, //vec3_t mins; { 24, 24, 24 }, //vec3_t maxs; { 24, 24, 24 }, //vec3_t crouchmaxs; { -24, -24, -4 }, //vec3_t deadmins; { 24, 24, 4 }, //vec3_t deadmaxs; 32, 32, //int viewheight, crouchviewheight; CHIMERA_UPG_HEALTH, //int health; CHIMERA_UPG_REGEN, //int regenRate; SCA_CANJUMP|SCA_NOWEAPONDRIFT| SCA_FOVWARPS|SCA_ALIENSENSE|SCA_NOFOOTSTEPS, //int abilities; WP_DIRECT_ZAP, //weapon_t startWeapon 0.0f, //float buildDist; 90, //int fov; 0.0f, //float bob; 60, //int steptime; CHIMERA_UPG_SPEED, //float speed; 5.0f, //float sticky; { PCL_A_O_LEV4, PCL_NONE, PCL_NONE }, //int children[ 3 ]; CHIMERA_UPG_TTE, //int timetoevolve; CHIMERA_UPG_VALUE //int value; }, { PCL_A_O_LEV4, //int classnum; "bigmofo", //char *classname; "Big Mofo", //char *humanname; "bug", //char *modelname; 1.2f, //float modelScale; "default", //char *skinname; "alien_hud", //char *hudname; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages { -30, -30, -29 }, //vec3_t mins; { 30, 30, 29 }, //vec3_t maxs; { 30, 30, 29 }, //vec3_t crouchmaxs; { -15, -15, -4 }, //vec3_t deadmins; { 15, 15, 4 }, //vec3_t deadmaxs; 50, 50, //int viewheight, crouchviewheight; BMOFO_HEALTH, //int health; BMOFO_REGEN, //int regenRate; SCA_CANJUMP|SCA_NOWEAPONDRIFT| SCA_FOVWARPS|SCA_ALIENSENSE|SCA_NOFOOTSTEPS, //int abilities; WP_GROUND_POUND, //weapon_t startWeapon 0.0f, //float buildDist; 90, //int fov; 0.0f, //float bob; 60, //int steptime; BMOFO_SPEED, //float speed; 5.0f, //float sticky; { PCL_NONE, PCL_NONE, PCL_NONE }, //int children[ 3 ]; 0, //int timetoevolve; BMOFO_VALUE //int value; }, { PCL_H_BASE, //int classnum; "human", //char *classname; "Human", //char *humanname; "sarge", //char *modelname; 1.0f, //float modelScale; "default", //char *skinname; "human_hud", //char *hudname; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages { -15, -15, -24 }, //vec3_t mins; { 15, 15, 32 }, //vec3_t maxs; { 15, 15, 16 }, //vec3_t crouchmaxs; { -15, -15, -4 }, //vec3_t deadmins; { 15, 15, 4 }, //vec3_t deadmaxs; 26, 12, //int viewheight, crouchviewheight; 100, //int health; 0, //int regenRate; SCA_TAKESFALLDAMAGE|SCA_CANJUMP, //int abilities; WP_NONE, //special-cased in g_client.c //weapon_t startWeapon 110.0f, //float buildDist; 90, //int fov; 0.002f, //float bob; 200, //int steptime; 1.0f, //float speed; 1.0f, //float sticky; { PCL_NONE, PCL_NONE, PCL_NONE }, //int children[ 3 ]; 0, //int timetoevolve; 0 //int value; }, { //this isn't a real class, but a dummy to force the client to precache the model //FIXME: one day do this in a less hacky fashion PCL_H_BSUIT, "bsuit", "bsuit", "keel", 1.0f, "default", "bsuit", ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), { 0, 0, 0 }, { 0, 0, 0, }, { 0, 0, 0, }, { 0, 0, 0, }, { 0, 0, 0, }, 0, 0, 0, 0, 0, WP_NONE, 0.0f, 0, 0.0f, 0, 1.0f, 1.0f, { PCL_NONE, PCL_NONE, PCL_NONE }, 0, 0 } }; int bg_numPclasses = sizeof( bg_classList ) / sizeof( bg_classList[ 0 ] ); /* ============== BG_FindClassNumForName ============== */ int BG_FindClassNumForName( char *name ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( !Q_stricmp( bg_classList[ i ].className, name ) ) return bg_classList[ i ].classNum; } //wimp out return PCL_NONE; } /* ============== BG_FindNameForClassNum ============== */ char *BG_FindNameForClassNum( int pclass ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == pclass ) return bg_classList[ i ].className; } //wimp out return 0; } /* ============== BG_FindHumanNameForClassNum ============== */ char *BG_FindHumanNameForClassNum( int pclass ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == pclass ) return bg_classList[ i ].humanName; } //wimp out return 0; } /* ============== BG_FindModelNameForClass ============== */ char *BG_FindModelNameForClass( int pclass ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == pclass ) return bg_classList[ i ].modelName; } //note: must return a valid modelName! return bg_classList[ 0 ].modelName; } /* ============== BG_FindModelScaleForClass ============== */ float BG_FindModelScaleForClass( int pclass ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == pclass ) { return bg_classList[ i ].modelScale; } } return 1.0f; } /* ============== BG_FindSkinNameForClass ============== */ char *BG_FindSkinNameForClass( int pclass ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == pclass ) return bg_classList[ i ].skinName; } //note: must return a valid modelName! return bg_classList[ 0 ].skinName; } /* ============== BG_FindHudNameForClass ============== */ char *BG_FindHudNameForClass( int pclass ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == pclass ) return bg_classList[ i ].hudName; } //note: must return a valid hudName! return bg_classList[ 0 ].hudName; } /* ============== BG_FindStagesForClass ============== */ qboolean BG_FindStagesForClass( int pclass, stage_t stage ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == pclass ) { if( bg_classList[ i ].stages & ( 1 << stage ) ) return qtrue; else return qfalse; } } return qfalse; } /* ============== BG_FindBBoxForClass ============== */ void BG_FindBBoxForClass( int pclass, vec3_t mins, vec3_t maxs, vec3_t cmaxs, vec3_t dmins, vec3_t dmaxs ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == pclass ) { if( mins != NULL ) VectorCopy( bg_classList[ i ].mins, mins ); if( maxs != NULL ) VectorCopy( bg_classList[ i ].maxs, maxs ); if( cmaxs != NULL ) VectorCopy( bg_classList[ i ].crouchMaxs, cmaxs ); if( dmins != NULL ) VectorCopy( bg_classList[ i ].deadMins, dmins ); if( dmaxs != NULL ) VectorCopy( bg_classList[ i ].deadMaxs, dmaxs ); return; } } if( mins != NULL ) VectorCopy( bg_classList[ 0 ].mins, mins ); if( maxs != NULL ) VectorCopy( bg_classList[ 0 ].maxs, maxs ); if( cmaxs != NULL ) VectorCopy( bg_classList[ 0 ].crouchMaxs, cmaxs ); if( dmins != NULL ) VectorCopy( bg_classList[ 0 ].deadMins, dmins ); if( dmaxs != NULL ) VectorCopy( bg_classList[ 0 ].deadMaxs, dmaxs ); } /* ============== BG_FindViewheightForClass ============== */ void BG_FindViewheightForClass( int pclass, int *viewheight, int *cViewheight ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == pclass ) { if( viewheight != NULL ) *viewheight = bg_classList[ i ].viewheight; if( cViewheight != NULL ) *cViewheight = bg_classList[ i ].crouchViewheight; return; } } if( viewheight != NULL ) *viewheight = bg_classList[ 0 ].viewheight; if( cViewheight != NULL ) *cViewheight = bg_classList[ 0 ].crouchViewheight; } /* ============== BG_FindHealthForClass ============== */ int BG_FindHealthForClass( int pclass ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == pclass ) { return bg_classList[ i ].health; } } return 100; } /* ============== BG_FindRegenRateForClass ============== */ int BG_FindRegenRateForClass( int pclass ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == pclass ) { return bg_classList[ i ].regenRate; } } return 0; } /* ============== BG_FindFovForClass ============== */ int BG_FindFovForClass( int pclass ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == pclass ) { return bg_classList[ i ].fov; } } return 90; } /* ============== BG_FindBobForClass ============== */ float BG_FindBobForClass( int pclass ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == pclass ) { return bg_classList[ i ].bob; } } return 0.002; } /* ============== BG_FindSpeedForClass ============== */ float BG_FindSpeedForClass( int pclass ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == pclass ) { return bg_classList[ i ].speed; } } return 1.0; } /* ============== BG_FindStickyForClass ============== */ float BG_FindStickyForClass( int pclass ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == pclass ) { return bg_classList[ i ].sticky; } } return 1.0; } /* ============== BG_FindSteptimeForClass ============== */ int BG_FindSteptimeForClass( int pclass ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == pclass ) { return bg_classList[ i ].steptime; } } return 200; } /* ============== BG_ClassHasAbility ============== */ qboolean BG_ClassHasAbility( int pclass, int ability ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == pclass ) { return ( bg_classList[ i ].abilities & ability ); } } //hack to get CANJUMP when a spectator if( ability == SCA_CANJUMP ) return qtrue; else return qfalse; } /* ============== BG_FindStartWeaponForClass ============== */ weapon_t BG_FindStartWeaponForClass( int pclass ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == pclass ) { return bg_classList[ i ].startWeapon; } } return WP_NONE; } /* ============== BG_FindBuildDistForClass ============== */ float BG_FindBuildDistForClass( int pclass ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == pclass ) { return bg_classList[ i ].buildDist; } } return 0.0f; } /* ============== BG_ClassCanEvolveFromTo ============== */ int BG_ClassCanEvolveFromTo( int fclass, int tclass, int credits, int num ) { int i, j; //base case if( credits + 1 == 0 ) return 0; if( tclass == PCL_NONE ) return 0; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == fclass ) { for( j = 0; j <= 3; j++ ) if( bg_classList[ i ].children[ j ] == tclass ) return num + 1; for( j = 0; j <= 3; j++ ) { int sub = BG_ClassCanEvolveFromTo( bg_classList[ i ].children[ j ], tclass, credits - 1, num + 1 ); if( sub ) return sub; } return 0; //may as well return by this point } } return 0; } /* ============== BG_FindEvolveTimeForClass ============== */ int BG_FindEvolveTimeForClass( int pclass ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == pclass ) { return bg_classList[ i ].timeToEvolve; } } return 5000; } /* ============== BG_FindValueOfClass ============== */ int BG_FindValueOfClass( int pclass ) { int i; for( i = 0; i < bg_numPclasses; i++ ) { if( bg_classList[ i ].classNum == pclass ) { return bg_classList[ i ].value; } } return 0; } //////////////////////////////////////////////////////////////////////////////// weaponAttributes_t bg_weapons[ ] = { { 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 *weaponHumanName; { "models/weapons2/machinegun/machinegun.md3", 0, 0, 0 }, "icons/iconw_rifle", "gfx/2d/crosshaira", 24, RIFLE_CLIPSIZE, //int quan; RIFLE_SPAWNCLIPS, //int clips; RIFLE_MAXCLIPS, //int maxClips; qfalse, //int infiniteAmmo; qfalse, //int usesEnergy; RIFLE_REPEAT, //int repeatRate1; 0, //int repeatRate2; 0, //int repeatRate3; RIFLE_RELOAD, //int reloadTime; qfalse, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qtrue, //qboolean purchasable; 0, //int buildDelay; WUT_HUMANS //WUTeam_t team; }, { WP_FLAMER, //int weaponNum; FLAMER_PRICE, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_WEAPON, //int slots; "flamer", //char *weaponName; "Flame Thrower", //char *weaponHumanName; { "models/weapons2/plasma/plasma.md3", 0, 0, 0 }, "icons/iconw_flamer", "gfx/2d/crosshaira", 24, FLAMER_GAS, //int quan; 0, //int clips; 0, //int maxClips; qfalse, //int infiniteAmmo; qfalse, //int usesEnergy; FLAMER_REPEAT, //int repeatRate1; 0, //int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; qfalse, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qtrue, //qboolean purchasable; 0, //int buildDelay; WUT_HUMANS //WUTeam_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 *weaponHumanName; { "models/weapons2/machinegun/machinegun.md3", 0, 0, 0 }, "icons/iconw_chaingun", "gfx/2d/crosshairb", 48, CHAINGUN_BULLETS, //int quan; 0, //int clips; 0, //int maxClips; qfalse, //int infiniteAmmo; qfalse, //int usesEnergy; CHAINGUN_REPEAT, //int repeatRate1; 0, //int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; qfalse, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qtrue, //qboolean purchasable; 0, //int buildDelay; WUT_HUMANS //WUTeam_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 *weaponHumanName; { "models/weapons2/bfg/bfg.md3", 0, 0, 0 }, "icons/iconw_driver", "gfx/2d/crosshaira", 24, MDRIVER_CLIPSIZE, //int quan; MDRIVER_SPAWNCLIPS, //int clips; MDRIVER_MAXCLIPS, //int maxClips; qfalse, //int infiniteAmmo; qtrue, //int usesEnergy; MDRIVER_REPEAT, //int repeatRate1; 0, //int repeatRate2; 0, //int repeatRate3; MDRIVER_RELOAD, //int reloadTime; qfalse, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qtrue, //qboolean purchasable; 0, //int buildDelay; WUT_HUMANS //WUTeam_t team; }, { WP_PULSE_RIFLE, //int weaponNum; PRIFLE_PRICE, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_WEAPON, //int slots; "prifle", //char *weaponName; "Pulse Rifle", //char *weaponHumanName; { "models/weapons2/plasma/plasma.md3", 0, 0, 0 }, "icons/iconw_pulse", "gfx/2d/crosshaira", 24, PRIFLE_CLIPS, //int quan; PRIFLE_SPAWNCLIPS, //int clips; PRIFLE_MAXCLIPS, //int maxClips; qfalse, //int infiniteAmmo; qtrue, //int usesEnergy; PRIFLE_REPEAT, //int repeatRate1; 0, //int repeatRate2; 0, //int repeatRate3; PRIFLE_RELOAD, //int reloadTime; qfalse, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qtrue, //qboolean purchasable; 0, //int buildDelay; WUT_HUMANS //WUTeam_t team; }, { WP_LUCIFER_CANON, //int weaponNum; LCANON_PRICE, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_WEAPON, //int slots; "lcanon", //char *weaponName; "Lucifer Canon", //char *weaponHumanName; { "models/weapons2/bfg/bfg.md3", 0, 0, 0 }, "icons/iconw_lucifer", "gfx/2d/crosshaira", 24, LCANON_AMMO, //int quan; 0, //int clips; 0, //int maxClips; qfalse, //int infiniteAmmo; qtrue, //int usesEnergy; LCANON_REPEAT, //int repeatRate1; LCANON_CHARGEREPEAT, //int repeatRate2; 0, //int repeatRate3; LCANON_RELOAD, //int reloadTime; qtrue, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qtrue, //qboolean purchasable; 0, //int buildDelay; WUT_HUMANS //WUTeam_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 *weaponHumanName; { "models/weapons2/grenadel/grenadel.md3", 0, 0, 0 }, "icons/iconw_lasgun", "gfx/2d/crosshaira", 24, LASGUN_AMMO, //int quan; 0, //int clips; 0, //int maxClips; qfalse, //int infiniteAmmo; qtrue, //int usesEnergy; LASGUN_REPEAT, //int repeatRate1; 0, //int repeatRate2; 0, //int repeatRate3; LASGUN_RELOAD, //int reloadTime; qfalse, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qtrue, //qboolean purchasable; 0, //int buildDelay; WUT_HUMANS //WUTeam_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 *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_saw", NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; qtrue, //int infiniteAmmo; qfalse, //int usesEnergy; PAINSAW_REPEAT, //int repeatRate1; 0, //int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; qfalse, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qtrue, //qboolean purchasable; 0, //int buildDelay; WUT_HUMANS //WUTeam_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 *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_construct", NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; qtrue, //int infiniteAmmo; qfalse, //int usesEnergy; HBUILD_REPEAT, //int repeatRate1; HBUILD_REPEAT, //int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; qtrue, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qtrue, //qboolean purchasable; HBUILD_DELAY, //int buildDelay; WUT_HUMANS //WUTeam_t team; }, { WP_HBUILD2, //int weaponNum; HBUILD2_PRICE, //int price; ( 1 << S2 )|( 1 << S3 ), //int stages SLOT_WEAPON, //int slots; "ackit", //char *weaponName; "Adv Construction Kit",//char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_construct", NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; qtrue, //int infiniteAmmo; qfalse, //int usesEnergy; HBUILD2_REPEAT, //int repeatRate1; HBUILD2_REPEAT, //int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; qtrue, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qtrue, //qboolean purchasable; HBUILD2_DELAY, //int buildDelay; WUT_HUMANS //WUTeam_t team; }, { WP_ABUILD, //int weaponNum; 0, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_WEAPON, //int slots; "dbuild", //char *weaponName; "Alien build weapon", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; qtrue, //int infiniteAmmo; qfalse, //int usesEnergy; ABUILDER_BUILD_REPEAT,//int repeatRate1; 0, //int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; qtrue, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qfalse, //qboolean purchasable; ABUILDER_BASE_DELAY, //int buildDelay; WUT_ALIENS //WUTeam_t team; }, { WP_ABUILD2, //int weaponNum; 0, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_WEAPON, //int slots; "dbuild2", //char *weaponName; "Alien build weapon2",//char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", NULL, 0, 0, //int quan; 0, //int clips; 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; qtrue, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qfalse, //qboolean purchasable; ABUILDER_ADV_DELAY, //int buildDelay; WUT_ALIENS //WUTeam_t team; }, { WP_VENOM, //int weaponNum; 0, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_WEAPON, //int slots; "venom", //char *weaponName; "Venom", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; qtrue, //int infiniteAmmo; qfalse, //int usesEnergy; SOLDIER_BITE_REPEAT, //int repeatRate1; 0, //int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; qfalse, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qfalse, //qboolean purchasable; 0, //int buildDelay; WUT_ALIENS //WUTeam_t team; }, { WP_POUNCE, //int weaponNum; 0, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_WEAPON, //int slots; "pounce", //char *weaponName; "Claw and pounce", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; qtrue, //int infiniteAmmo; qfalse, //int usesEnergy; DRAGOON_CLAW_REPEAT, //int repeatRate1; 0, //int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; qfalse, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qfalse, //qboolean purchasable; 0, //int buildDelay; WUT_ALIENS //WUTeam_t team; }, { WP_POUNCE_UPG, //int weaponNum; 0, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_WEAPON, //int slots; "pounce_upgrade", //char *weaponName; "Claw and pounce (upgrade)", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", NULL, 0, 3, //int quan; 0, //int clips; 0, //int maxClips; qtrue, //int infiniteAmmo; qfalse, //int usesEnergy; DRAGOON_CLAW_U_REPEAT,//int repeatRate1; 0, //int repeatRate2; DRAGOON_SLOWBLOB_REPEAT,//int repeatRate3; 0, //int reloadTime; qfalse, //qboolean hasAltMode; qtrue, //qboolean hasThirdMode; qfalse, //qboolean purchasable; 0, //int buildDelay; WUT_ALIENS //WUTeam_t team; }, { WP_GRAB_CLAW, //int weaponNum; 0, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_WEAPON, //int slots; "grabandclaw", //char *weaponName; "Claws", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; qtrue, //int infiniteAmmo; qfalse, //int usesEnergy; HYDRA_CLAW_REPEAT, //int repeatRate1; 0, //int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; qfalse, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qfalse, //qboolean purchasable; 0, //int buildDelay; WUT_ALIENS //WUTeam_t team; }, { WP_GRAB_CLAW_UPG, //int weaponNum; 0, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_WEAPON, //int slots; "grabandclaw_upgrade",//char *weaponName; "Claws Upgrade", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; qtrue, //int infiniteAmmo; qfalse, //int usesEnergy; HYDRA_CLAW_U_REPEAT, //int repeatRate1; HYDRA_PCLOUD_REPEAT, //int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; qtrue, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qfalse, //qboolean purchasable; 0, //int buildDelay; WUT_ALIENS //WUTeam_t team; }, { WP_AREA_ZAP, //int weaponNum; 0, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_WEAPON, //int slots; "areazap", //char *weaponName; "Area Zap", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; qtrue, //int infiniteAmmo; qfalse, //int usesEnergy; CHIMERA_CLAW_REPEAT, //int repeatRate1; CHIMERA_AREAZAP_REPEAT,//int repeatRate2; 0, //int repeatRate3; 0, //int reloadTime; qtrue, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qfalse, //qboolean purchasable; 0, //int buildDelay; WUT_ALIENS //WUTeam_t team; }, { WP_DIRECT_ZAP, //int weaponNum; 0, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_WEAPON, //int slots; "directzap", //char *weaponName; "Directed Zap", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; qtrue, //int infiniteAmmo; qfalse, //int usesEnergy; CHIMERA_CLAW_U_REPEAT,//int repeatRate1; CHIMERA_DIRECTZAP_REPEAT,//int repeatRate2; CHIMERA_AREAZAP_REPEAT,//int repeatRate3; 0, //int reloadTime; qtrue, //qboolean hasAltMode; qtrue, //qboolean hasThirdMode; qfalse, //qboolean purchasable; 0, //int buildDelay; WUT_ALIENS //WUTeam_t team; }, { WP_GROUND_POUND, //int weaponNum; 0, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_WEAPON, //int slots; "groundpound", //char *weaponName; "Ground Pound", //char *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; qtrue, //int infiniteAmmo; qfalse, //int usesEnergy; BMOFO_CLAW_REPEAT, //int repeatRate1; BMOFO_KNOCK_REPEAT, //int repeatRate2; BMOFO_CLAW_REPEAT, //int repeatRate3; 0, //int reloadTime; qtrue, //qboolean hasAltMode; qtrue, //qboolean hasThirdMode; qfalse, //qboolean purchasable; 0, //int buildDelay; WUT_ALIENS //WUTeam_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 *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; qtrue, //int infiniteAmmo; qfalse, //int usesEnergy; 500, //int repeatRate1; 500, //int repeatRate2; 500, //int repeatRate3; 0, //int reloadTime; qfalse, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qfalse, //qboolean purchasable; 0, //int buildDelay; WUT_ALIENS //WUTeam_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 *weaponHumanName; { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, "icons/iconw_gauntlet", NULL, 0, 0, //int quan; 0, //int clips; 0, //int maxClips; qtrue, //int infiniteAmmo; qtrue, //int usesEnergy; 500, //int repeatRate1; 500, //int repeatRate2; 500, //int repeatRate3; 0, //int reloadTime; qfalse, //qboolean hasAltMode; qfalse, //qboolean hasThirdMode; qfalse, //qboolean purchasable; 0, //int buildDelay; WUT_HUMANS //WUTeam_t team; } }; int bg_numWeapons = sizeof( bg_weapons ) / sizeof( bg_weapons[ 0 ] ); /* ============== BG_FindPriceForWeapon ============== */ int BG_FindPriceForWeapon( int weapon ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( bg_weapons[ i ].weaponNum == weapon ) { return bg_weapons[ i ].price; } } return 100; } /* ============== BG_FindStagesForWeapon ============== */ qboolean BG_FindStagesForWeapon( int weapon, stage_t stage ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( bg_weapons[ i ].weaponNum == weapon ) { if( bg_weapons[ i ].stages & ( 1 << stage ) ) return qtrue; else return qfalse; } } return qfalse; } /* ============== BG_FindSlotsForWeapon ============== */ int BG_FindSlotsForWeapon( int weapon ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( bg_weapons[ i ].weaponNum == weapon ) { return bg_weapons[ i ].slots; } } return SLOT_WEAPON; } /* ============== BG_FindNameForWeapon ============== */ char *BG_FindNameForWeapon( int weapon ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( bg_weapons[ i ].weaponNum == weapon ) return bg_weapons[ i ].weaponName; } //wimp out return 0; } /* ============== BG_FindWeaponNumForName ============== */ int BG_FindWeaponNumForName( char *name ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( !Q_stricmp( bg_weapons[ i ].weaponName, name ) ) return bg_weapons[ i ].weaponNum; } //wimp out return WP_NONE; } /* ============== BG_FindHumanNameForWeapon ============== */ char *BG_FindHumanNameForWeapon( int weapon ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( bg_weapons[ i ].weaponNum == weapon ) return bg_weapons[ i ].weaponHumanName; } //wimp out return 0; } /* ============== BG_FindModelsForWeapon ============== */ char *BG_FindModelsForWeapon( int weapon, int modelNum ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( bg_weapons[ i ].weaponNum == weapon ) return bg_weapons[ i ].models[ modelNum ]; } //wimp out return 0; } /* ============== BG_FindIconForWeapon ============== */ char *BG_FindIconForWeapon( int weapon ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( bg_weapons[ i ].weaponNum == weapon ) return bg_weapons[ i ].icon; } //wimp out return 0; } /* ============== BG_FindCrosshairForWeapon ============== */ char *BG_FindCrosshairForWeapon( int weapon ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( bg_weapons[ i ].weaponNum == weapon ) return bg_weapons[ i ].crosshair; } //wimp out return 0; } /* ============== BG_FindCrosshairSizeForWeapon ============== */ int BG_FindCrosshairSizeForWeapon( int weapon ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( bg_weapons[ i ].weaponNum == weapon ) return bg_weapons[ i ].crosshairSize; } return 24; } /* ============== BG_FindAmmoForWeapon ============== */ void BG_FindAmmoForWeapon( int weapon, int *quan, int *clips, int *maxClips ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( bg_weapons[ i ].weaponNum == weapon ) { if( quan != NULL ) *quan = bg_weapons[ i ].quan; if( clips != NULL ) *clips = bg_weapons[ i ].clips; if( maxClips != NULL ) *maxClips = bg_weapons[ i ].maxClips; //no need to keep going break; } } } /* ============== BG_FindInfinteAmmoForWeapon ============== */ qboolean BG_FindInfinteAmmoForWeapon( int weapon ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( bg_weapons[ i ].weaponNum == weapon ) { return bg_weapons[ i ].infiniteAmmo; } } return qfalse; } /* ============== BG_FindUsesEnergyForWeapon ============== */ qboolean BG_FindUsesEnergyForWeapon( int weapon ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( bg_weapons[ i ].weaponNum == weapon ) { return bg_weapons[ i ].usesEnergy; } } return qfalse; } /* ============== BG_FindRepeatRate1ForWeapon ============== */ int BG_FindRepeatRate1ForWeapon( int weapon ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( bg_weapons[ i ].weaponNum == weapon ) return bg_weapons[ i ].repeatRate1; } return 1000; } /* ============== BG_FindRepeatRate2ForWeapon ============== */ int BG_FindRepeatRate2ForWeapon( int weapon ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( bg_weapons[ i ].weaponNum == weapon ) return bg_weapons[ i ].repeatRate2; } return 1000; } /* ============== BG_FindRepeatRate3ForWeapon ============== */ int BG_FindRepeatRate3ForWeapon( int weapon ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( bg_weapons[ i ].weaponNum == weapon ) return bg_weapons[ i ].repeatRate3; } return 1000; } /* ============== BG_FindReloadTimeForWeapon ============== */ int BG_FindReloadTimeForWeapon( int weapon ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( bg_weapons[ i ].weaponNum == weapon ) { return bg_weapons[ i ].reloadTime; } } return 1000; } /* ============== BG_WeaponHasAltMode ============== */ qboolean BG_WeaponHasAltMode( int weapon ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( bg_weapons[ i ].weaponNum == weapon ) { return bg_weapons[ i ].hasAltMode; } } return qfalse; } /* ============== BG_WeaponHasThirdMode ============== */ qboolean BG_WeaponHasThirdMode( int weapon ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( bg_weapons[ i ].weaponNum == weapon ) { return bg_weapons[ i ].hasThirdMode; } } return qfalse; } /* ============== BG_FindPurchasableForWeapon ============== */ qboolean BG_FindPurchasableForWeapon( int weapon ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( bg_weapons[ i ].weaponNum == weapon ) { return bg_weapons[ i ].purchasable; } } return qfalse; } /* ============== BG_FindBuildDelayForWeapon ============== */ int BG_FindBuildDelayForWeapon( int weapon ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( bg_weapons[ i ].weaponNum == weapon ) { return bg_weapons[ i ].buildDelay; } } return 0; } /* ============== BG_FindTeamForWeapon ============== */ WUTeam_t BG_FindTeamForWeapon( int weapon ) { int i; for( i = 0; i < bg_numWeapons; i++ ) { if( bg_weapons[ i ].weaponNum == weapon ) { return bg_weapons[ i ].team; } } return WUT_NONE; } //////////////////////////////////////////////////////////////////////////////// upgradeAttributes_t bg_upgrades[ ] = { { UP_CHESTARMOUR, //int upgradeNum; CHESTARMOUR_PRICE, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_TORSO, //int slots; "carmour", //char *upgradeName; "Chest Armour", //char *upgradeHumanName; "icons/iconw_bfg", WP_NONE, //weapon_t weaponAmmo; 0, //int ammo; 0, //int clips; WUT_HUMANS //WUTeam_t team; }, { UP_LIMBARMOUR, //int upgradeNum; LIMBARMOUR_PRICE, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_ARMS|SLOT_LEGS, //int slots; "larmour", //char *upgradeName; "Limb Armour", //char *upgradeHumanName; "icons/iconw_plasma", WP_NONE, //weapon_t weaponAmmo; 0, //int ammo; 0, //int clips; WUT_HUMANS //WUTeam_t team; }, { UP_HELMET, //int upgradeNum; HELMET_PRICE, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_HEAD, //int slots; "helmet", //char *upgradeName; "Helmet", //char *upgradeHumanName; "icons/iconw_gauntlet", WP_NONE, //weapon_t weaponAmmo; 0, //int ammo; 0, //int clips; WUT_HUMANS //WUTeam_t team; }, { UP_ANTITOXIN, //int upgradeNum; ANTITOXIN_PRICE, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_NONE, //int slots; "atoxin", //char *upgradeName; "Anti-toxin", //char *upgradeHumanName; "icons/iconw_machinegun", WP_NONE, //weapon_t weaponAmmo; 0, //int ammo; 0, //int clips; WUT_HUMANS //WUTeam_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 *upgradeHumanName; "icons/iconw_gauntlet", WP_NONE, //weapon_t weaponAmmo; 0, //int ammo; 0, //int clips; WUT_HUMANS //WUTeam_t team; }, { UP_JETPACK, //int upgradeNum; JETPACK_PRICE, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_BACKPACK, //int slots; "jetpack", //char *upgradeName; "Jet Pack", //char *upgradeHumanName; "icons/iconw_gauntlet", WP_NONE, //weapon_t weaponAmmo; 0, //int ammo; 0, //int clips; WUT_HUMANS //WUTeam_t team; }, { UP_BATTLESUIT, //int upgradeNum; BSUIT_PRICE, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_HEAD|SLOT_TORSO|SLOT_ARMS|SLOT_LEGS, //int slots; "bsuit", //char *upgradeName; "Battlesuit", //char *upgradeHumanName; "icons/iconw_gauntlet", WP_NONE, //weapon_t weaponAmmo; 0, //int ammo; 0, //int clips; WUT_HUMANS //WUTeam_t team; }, { UP_MGCLIP, //int upgradeNum; MGCLIP_PRICE, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_NONE, //int slots; "mgclip", //char *upgradeName; "1 Rifle Clip", //char *upgradeHumanName; "icons/iconw_gauntlet", WP_MACHINEGUN, //weapon_t weaponAmmo; 0, //int ammo; 1, //int clips; WUT_HUMANS //WUTeam_t team; }, { UP_CGAMMO, //int upgradeNum; CGAMMO_PRICE, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_NONE, //int slots; "cgammo", //char *upgradeName; "Chaingun bullets", //char *upgradeHumanName; "icons/iconw_gauntlet", WP_CHAINGUN, //weapon_t weaponAmmo; 100, //int ammo; 0, //int clips; WUT_HUMANS //WUTeam_t team; }, { UP_GAS, //int upgradeNum; GAS_PRICE, //int price; ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages SLOT_NONE, //int slots; "gas", //char *upgradeName; "Flamer gas", //char *upgradeHumanName; "icons/iconw_gauntlet", WP_FLAMER, //weapon_t weaponAmmo; 200, //int ammo; 0, //int clips; WUT_HUMANS //WUTeam_t team; } }; int bg_numUpgrades = sizeof( bg_upgrades ) / sizeof( bg_upgrades[ 0 ] ); /* ============== BG_FindPriceForUpgrade ============== */ int BG_FindPriceForUpgrade( int upgrade ) { int i; for( i = 0; i < bg_numUpgrades; i++ ) { if( bg_upgrades[ i ].upgradeNum == upgrade ) { return bg_upgrades[ i ].price; } } return 100; } /* ============== BG_FindStagesForUpgrade ============== */ qboolean BG_FindStagesForUpgrade( int upgrade, stage_t stage ) { int i; for( i = 0; i < bg_numUpgrades; i++ ) { if( bg_upgrades[ i ].upgradeNum == upgrade ) { if( bg_upgrades[ i ].stages & ( 1 << stage ) ) return qtrue; else return qfalse; } } return qfalse; } /* ============== BG_FindSlotsForUpgrade ============== */ int BG_FindSlotsForUpgrade( int upgrade ) { int i; for( i = 0; i < bg_numUpgrades; i++ ) { if( bg_upgrades[ i ].upgradeNum == upgrade ) { return bg_upgrades[ i ].slots; } } return SLOT_NONE; } /* ============== BG_FindNameForUpgrade ============== */ char *BG_FindNameForUpgrade( int upgrade ) { int i; for( i = 0; i < bg_numUpgrades; i++ ) { if( bg_upgrades[ i ].upgradeNum == upgrade ) return bg_upgrades[ i ].upgradeName; } //wimp out return 0; } /* ============== BG_FindUpgradeNumForName ============== */ int BG_FindUpgradeNumForName( char *name ) { int i; for( i = 0; i < bg_numUpgrades; i++ ) { if( !Q_stricmp( bg_upgrades[ i ].upgradeName, name ) ) return bg_upgrades[ i ].upgradeNum; } //wimp out return UP_NONE; } /* ============== BG_FindHumanNameForUpgrade ============== */ char *BG_FindHumanNameForUpgrade( int upgrade ) { int i; for( i = 0; i < bg_numUpgrades; i++ ) { if( bg_upgrades[ i ].upgradeNum == upgrade ) return bg_upgrades[ i ].upgradeHumanName; } //wimp out return 0; } /* ============== BG_FindIconForUpgrade ============== */ char *BG_FindIconForUpgrade( int upgrade ) { int i; for( i = 0; i < bg_numUpgrades; i++ ) { if( bg_upgrades[ i ].upgradeNum == upgrade ) return bg_upgrades[ i ].icon; } //wimp out return 0; } /* ============== BG_FindWeaponAmmoForUpgrade ============== */ weapon_t BG_FindWeaponAmmoForUpgrade( int upgrade ) { int i; for( i = 0; i < bg_numUpgrades; i++ ) { if( bg_upgrades[ i ].upgradeNum == upgrade ) return bg_upgrades[ i ].weaponAmmo; } return WP_NONE; } /* ============== BG_FindAmmoForUpgrade ============== */ void BG_FindAmmoForUpgrade( int upgrade, int *ammo, int *clips ) { int i; for( i = 0; i < bg_numUpgrades; i++ ) { if( bg_upgrades[ i ].upgradeNum == upgrade ) { if( ammo != NULL ) *ammo = bg_upgrades[ i ].ammo; if( clips != NULL ) *clips = bg_upgrades[ i ].clips; } } } /* ============== BG_FindTeamForUpgrade ============== */ WUTeam_t BG_FindTeamForUpgrade( int upgrade ) { int i; for( i = 0; i < bg_numUpgrades; i++ ) { if( bg_upgrades[ i ].upgradeNum == upgrade ) { return bg_upgrades[ i ].team; } } return WUT_NONE; } //////////////////////////////////////////////////////////////////////////////// /* ================ 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_JUMP_PAD", // boing sound at origin", jump sound on player "EV_JUMP", "EV_WATER_TOUCH", // foot touches "EV_WATER_LEAVE", // foot leaves "EV_WATER_UNDER", // head touches "EV_WATER_CLEAR", // head leaves "EV_NOAMMO", "EV_CHANGE_WEAPON", "EV_NEXT_WEAPON", "EV_FIRE_WEAPON", "EV_FIRE_WEAPON2", "EV_FIRE_WEAPON3", "EV_PLAYER_RESPAWN", //TA: for fovwarp effects "EV_PLAYER_TELEPORT_IN", "EV_PLAYER_TELEPORT_OUT", "EV_GRENADE_BOUNCE", // eventParm will be the soundindex "EV_GENERAL_SOUND", "EV_GLOBAL_SOUND", // no attenuation "EV_BULLET_HIT_FLESH", "EV_BULLET_HIT_WALL", "EV_LAS_HIT_FLESH", "EV_LAS_HIT_WALL", "EV_MASS_DRIVER_HIT", "EV_MISSILE_HIT", "EV_MISSILE_MISS", "EV_MISSILE_MISS_METAL", "EV_BUILDABLE_EXPLOSION", //TA: human item explosions "EV_TESLATRAIL", "EV_ALIENZAP", "EV_BULLET", // otherEntity is the shooter "EV_PAIN", "EV_DEATH1", "EV_DEATH2", "EV_DEATH3", "EV_OBITUARY", "EV_GIB_PLAYER", // gib a previously living player "EV_GIB_ALIEN", //TA: generic green gib for aliens "EV_BUILD_CONSTRUCT", //TA "EV_BUILD_DESTROY", //TA "EV_BUILD_ANIM", //TA "EV_DEBUG_LINE", "EV_STOPLOOPINGSOUND", "EV_TAUNT", "EV_MENU", //TA: menu event "EV_BUILD_DELAY", //TA: can't build yet "EV_POISONCLOUD", //TA: client poisoned "EV_KNOCKOVER", //TA: client knocked over "EV_GETUP" //TA: client getting up }; /* =============== 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 QAGAME Com_Printf( " game event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[ newEvent ], eventParm); #else Com_Printf( "Cgame event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[ 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_TouchJumpPad ======================== */ void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad ) { vec3_t angles; float p; int effectNum; // spectators don't use jump pads if( ps->pm_type != PM_NORMAL ) return; // if we didn't hit this same jumppad the previous frame // then don't play the event sound again if we are in a fat trigger if( ps->jumppad_ent != jumppad->number ) { vectoangles( jumppad->origin2, angles); p = fabs( AngleNormalize180( angles[ PITCH ] ) ); if( p < 45 ) effectNum = 0; else effectNum = 1; BG_AddPredictableEventToPlayerstate( EV_JUMP_PAD, effectNum, ps ); } // remember hitting this jumppad this frame ps->jumppad_ent = jumppad->number; ps->jumppad_frame = ps->pmove_framecount; // give the player the velocity from the jumppad VectorCopy( jumppad->origin2, ps->velocity ); } /* ======================== 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; vec3_t ceilingNormal = { 0, 0, -1 }; if( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR || ps->pm_type == PM_FREEZE ) s->eType = ET_INVISIBLE; else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH ) 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 ); //TA: i need for other things :) //s->angles2[YAW] = ps->movementDir; s->time2 = ps->movementDir; s->legsAnim = ps->legsAnim; s->torsoAnim = ps->torsoAnim; 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->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 otherEntityNum s->modelindex = 0; s->modelindex2 = 0; for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) { if( BG_gotItem( i, ps->stats ) ) { s->modelindex |= 1 << i; if( BG_activated( i, ps->stats ) ) s->modelindex2 |= 1 << i; } } //TA: use powerups field to store team/class info: s->powerups = ps->stats[ STAT_PTEAM ] | ( ps->stats[ STAT_PCLASS ] << 8 ); //TA: have to get the surfNormal thru somehow... VectorCopy( ps->grapplePoint, s->angles2 ); if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) s->eFlags |= EF_WALLCLIMBCEILING; s->loopSound = ps->loopSound; s->generic1 = ps->generic1; } /* ======================== 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; vec3_t ceilingNormal = { 0, 0, -1 }; if( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR || ps->pm_type == PM_FREEZE ) s->eType = ET_INVISIBLE; else if( ps->stats[STAT_HEALTH] <= GIB_HEALTH ) 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 ); //TA: i need for other things :) //s->angles2[YAW] = ps->movementDir; s->time2 = ps->movementDir; s->legsAnim = ps->legsAnim; s->torsoAnim = ps->torsoAnim; 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->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 otherEntityNum s->modelindex = 0; s->modelindex2 = 0; for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) { if( BG_gotItem( i, ps->stats ) ) { s->modelindex |= 1 << i; if( BG_activated( i, ps->stats ) ) s->modelindex2 |= 1 << i; } } //TA: use powerups field to store team/class info: s->powerups = ps->stats[ STAT_PTEAM ] | ( ps->stats[ STAT_PCLASS ] << 8 ); //TA: have to get the surfNormal thru somehow... VectorCopy( ps->grapplePoint, s->angles2 ); if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) s->eFlags |= EF_WALLCLIMBCEILING; s->loopSound = ps->loopSound; s->generic1 = ps->generic1; } //TA: extract the ammo quantity from the array void BG_unpackAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int *quan, int *clips, int *maxclips ) { int ammoarray[32]; int i; for( i = 0; i <= 15; i++ ) ammoarray[ i ] = ammo[ i ]; for( i = 16; i <= 31; i++ ) ammoarray[ i ] = ammo2[ i - 16 ]; if( quan != NULL ) *quan = ammoarray[ weapon ] & 0x03FF; if( clips != NULL ) *clips = ( ammoarray[ weapon ] >> 10 ) & 0x07; if( maxclips != NULL ) *maxclips = ( ammoarray[ weapon ] >> 13 ) & 0x07; } //TA: pack the ammo quantity into the array void BG_packAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int quan, int clips, int maxclips ) { int weaponvalue; weaponvalue = quan | ( clips << 10 ) | ( maxclips << 13 ); if( weapon <= 15 ) ammo[ weapon ] = weaponvalue; else if( weapon >= 16 ) ammo2[ weapon - 16 ] = weaponvalue; } //TA: pack weapons into the array void BG_packWeapon( int weapon, int stats[ ] ) { int weaponList; weaponList = ( stats[ STAT_WEAPONS ] & 0x0000FFFF ) | ( ( stats[ STAT_WEAPONS2 ] << 16 ) & 0xFFFF0000 ); weaponList |= ( 1 << weapon ); stats[ STAT_WEAPONS ] = weaponList & 0x0000FFFF; stats[ STAT_WEAPONS2 ] = ( weaponList & 0xFFFF0000 ) >> 16; if( stats[ STAT_SLOTS ] & BG_FindSlotsForWeapon( weapon ) ) Com_Printf( S_COLOR_YELLOW "WARNING: Held items conflict with weapon %d\n", weapon ); stats[ STAT_SLOTS ] |= BG_FindSlotsForWeapon( weapon ); } //TA: remove weapons from the array void BG_removeWeapon( int weapon, int stats[ ] ) { int weaponList; weaponList = ( stats[ STAT_WEAPONS ] & 0x0000FFFF ) | ( ( stats[ STAT_WEAPONS2 ] << 16 ) & 0xFFFF0000 ); weaponList &= ~( 1 << weapon ); stats[ STAT_WEAPONS ] = weaponList & 0x0000FFFF; stats[ STAT_WEAPONS2 ] = ( weaponList & 0xFFFF0000 ) >> 16; stats[ STAT_SLOTS ] &= ~BG_FindSlotsForWeapon( weapon ); } //TA: check whether array contains weapon qboolean BG_gotWeapon( int weapon, int stats[ ] ) { int weaponList; weaponList = ( stats[ STAT_WEAPONS ] & 0x0000FFFF ) | ( ( stats[ STAT_WEAPONS2 ] << 16 ) & 0xFFFF0000 ); return( weaponList & ( 1 << weapon ) ); } //TA: pack items into array void BG_packItem( int item, int stats[ ] ) { stats[ STAT_ITEMS ] |= ( 1 << item ); if( stats[ STAT_SLOTS ] & BG_FindSlotsForUpgrade( item ) ) Com_Printf( S_COLOR_YELLOW "WARNING: Held items conflict with upgrade %d\n", item ); stats[ STAT_SLOTS ] |= BG_FindSlotsForUpgrade( item ); } //TA: remove items from array void BG_removeItem( int item, int stats[ ] ) { stats[ STAT_ITEMS ] &= ~( 1 << item ); stats[ STAT_SLOTS ] &= ~BG_FindSlotsForUpgrade( item ); } //TA: check if item is in array qboolean BG_gotItem( int item, int stats[ ] ) { return( stats[ STAT_ITEMS ] & ( 1 << item ) ); } //TA: set item active in array void BG_activateItem( int item, int stats[ ] ) { stats[ STAT_ACTIVEITEMS ] |= ( 1 << item ); } //TA: set item deactive in array void BG_deactivateItem( int item, int stats[ ] ) { stats[ STAT_ACTIVEITEMS ] &= ~( 1 << item ); } //TA: check if item active in array qboolean BG_activated( int item, int stats[ ] ) { return( stats[ STAT_ACTIVEITEMS ] & ( 1 << item ) ); } 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 ); } //if we're a wall climber.. and we're climbing rotate the axis if( VectorLength( xNormal ) != 0.0f ) { //if the normal pointing straight down then the rotAngle will always be 180deg if( surfNormal[ 2 ] == -1.0f ) rotAngle = 180.0f; else 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; }