// Copyright (C) 1999-2000 Id Software, Inc. // // bg_public.h -- definitions shared by both the server game and client game modules /* * Portions Copyright (C) 2000-2001 Tim Angus * * This program is free software; you can redistribute it and/or modify it * under the terms of the OSML - Open Source Modification License v1.0 as * described in the file COPYING which is distributed with this source * code. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. */ //tremulous balance header #include "tremulous.h" // because games can change separately from the main system version, we need a // second version that must match between game and cgame #define GAME_VERSION "baseq3-1" #define DEFAULT_GRAVITY 800 #define GIB_HEALTH -40 #define SCORE_NOT_PRESENT -9999 // for the CS_SCORES[12] when only one player is present #define VOTE_TIME 30000 // 30 seconds before vote times out #define MINS_Z -24 #define DEFAULT_VIEWHEIGHT 26 #define CROUCH_VIEWHEIGHT 12 #define DEAD_VIEWHEIGHT -16 #define LCANON_TOTAL_CHARGE 255 // // config strings are a general means of communicating variable length strings // from the server to all connected clients. // // CS_SERVERINFO and CS_SYSTEMINFO are defined in q_shared.h #define CS_MUSIC 2 #define CS_MESSAGE 3 // from the map worldspawn's message field #define CS_MOTD 4 // g_motd string for server message of the day #define CS_WARMUP 5 // server time when the match will be restarted #define CS_SCORES1 6 #define CS_SCORES2 7 #define CS_VOTE_TIME 8 #define CS_VOTE_STRING 9 #define CS_VOTE_YES 10 #define CS_VOTE_NO 11 #define CS_TEAMVOTE_TIME 12 #define CS_TEAMVOTE_STRING 14 #define CS_TEAMVOTE_YES 16 #define CS_TEAMVOTE_NO 18 #define CS_GAME_VERSION 20 #define CS_LEVEL_START_TIME 21 // so the timer only shows the current level #define CS_INTERMISSION 22 // when 1, fraglimit/timelimit has been hit and intermission will start in a second or two #define CS_FLAGSTATUS 23 // string indicating flag status in CTF #define CS_SHADERSTATE 24 #define CS_BOTINFO 25 #define CS_CLIENTS_READY 26 //TA: following suggestion in STAT_ enum STAT_CLIENTS_READY becomes a configstring //TA: extra stuff: #define CS_BUILDPOINTS 28 #define CS_STAGES 29 #define CS_MODELS 33 #define CS_SOUNDS (CS_MODELS+MAX_MODELS) #define CS_SHADERS (CS_SOUNDS+MAX_SOUNDS) #define CS_PLAYERS (CS_SHADERS+MAX_SHADERS) #define CS_PRECACHES (CS_PLAYERS+MAX_CLIENTS) #define CS_LOCATIONS (CS_PRECACHES+MAX_CLIENTS) /*#define CS_PARTICLES (CS_LOCATIONS+MAX_LOCATIONS) TA: never used?!*/ #define CS_MAX (CS_LOCATIONS+MAX_LOCATIONS) #if (CS_MAX) > MAX_CONFIGSTRINGS #error overflow: (CS_MAX) > MAX_CONFIGSTRINGS #endif typedef enum { GENDER_MALE, GENDER_FEMALE, GENDER_NEUTER } gender_t; /* =================================================================================== PMOVE MODULE The pmove code takes a player_state_t and a usercmd_t and generates a new player_state_t and some other output data. Used for local prediction on the client game and true movement on the server game. =================================================================================== */ typedef enum { PM_NORMAL, // can accelerate and turn PM_NOCLIP, // noclip movement PM_SPECTATOR, // still run into walls PM_GRABBED, // like dead, but for when the player is still live PM_DEAD, // no acceleration or turning, but free falling PM_FREEZE, // stuck in place with no control PM_KNOCKED, // knocked over PM_INTERMISSION, // no movement or status bar PM_SPINTERMISSION // no movement or status bar } pmtype_t; typedef enum { WEAPON_READY, WEAPON_RAISING, WEAPON_DROPPING, WEAPON_FIRING, WEAPON_RELOADING } weaponstate_t; // pmove->pm_flags #define PMF_DUCKED 1 #define PMF_JUMP_HELD 2 #define PMF_CROUCH_HELD 4 #define PMF_BACKWARDS_JUMP 8 // go into backwards land #define PMF_BACKWARDS_RUN 16 // coast down to backwards run #define PMF_TIME_LAND 32 // pm_time is time before rejump #define PMF_TIME_KNOCKBACK 64 // pm_time is an air-accelerate only time #define PMF_TIME_WATERJUMP 256 // pm_time is waterjump #define PMF_RESPAWNED 512 // clear after attack and jump buttons come up #define PMF_USE_ITEM_HELD 1024 #define PMF_GRAPPLE_PULL 2048 // pull towards grapple location #define PMF_FOLLOW 4096 // spectate following another player #define PMF_SCOREBOARD 8192 // spectate as a scoreboard #define PMF_INVULEXPAND 16384 // invulnerability sphere set to full size #define PMF_POUNCE 32768 //TA: keep track of pouncing #define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK) #define MAXTOUCH 32 typedef struct { // state (in / out) playerState_t *ps; // command (in) usercmd_t cmd; int tracemask; // collide against these types of surfaces int debugLevel; // if set, diagnostic output will be printed qboolean noFootsteps; // if the game is setup for no footsteps by the server qboolean autoWeaponHit[ 32 ]; //FIXME: TA: remind myself later this might be a problem int framecount; // results (out) int numtouch; int touchents[ MAXTOUCH ]; vec3_t mins, maxs; // bounding box size int watertype; int waterlevel; float xyspeed; // for fixed msec Pmove int pmove_fixed; int pmove_msec; // callbacks to test the world // these will be different functions during game and cgame /*void (*trace)( trace_t *results, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask );*/ void (*trace)( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask ); int (*pointcontents)( const vec3_t point, int passEntityNum ); } pmove_t; // if a full pmove isn't done on the client, you can just update the angles void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ); void Pmove( pmove_t *pmove ); //=================================================================================== // player_state->stats[] indexes typedef enum { STAT_HEALTH, STAT_ITEMS, STAT_SLOTS, //TA: tracks the amount of stuff human players are carrying STAT_ACTIVEITEMS, STAT_WEAPONS, // 16 bit fields STAT_WEAPONS2, //TA: another 16 bits to push the max weapon count up STAT_MAX_HEALTH, // health / armor limit, changable by handicap STAT_PCLASS, //TA: player class (for aliens AND humans) STAT_PTEAM, //TA: player team STAT_STAMINA, //TA: stamina (human only) STAT_STATE, //TA: client states e.g. wall climbing STAT_MISC, //TA: for uh...misc stuff STAT_BUILDABLE //TA: which ghost model to display for building } statIndex_t; #define SCA_WALLCLIMBER 0x00000001 #define SCA_TAKESFALLDAMAGE 0x00000002 #define SCA_CANZOOM 0x00000004 #define SCA_CANJUMP 0x00000008 #define SCA_NOWEAPONDRIFT 0x00000010 #define SCA_FOVWARPS 0x00000020 #define SCA_ALIENSENSE 0x00000040 #define SCA_NOFOOTSTEPS 0x00000080 #define SS_WALLCLIMBING 0x00000001 #define SS_WALLCLIMBINGCEILING 0x00000002 #define SS_CREEPSLOWED 0x00000004 #define SS_SPEEDBOOST 0x00000008 #define SS_INFESTING 0x00000010 #define SS_GRABBED 0x00000020 #define SS_BLOBLOCKED 0x00000040 #define SS_POISONED 0x00000080 #define SS_HOVELING 0x00000100 #define SS_BOOSTED 0x00000200 #define SS_SLOWLOCKED 0x00000400 #define SS_POISONCLOUDED 0x00000800 #define SS_KNOCKEDOVER 0x00001000 #define SS_GETTINGUP 0x00002000 #define SB_VALID_TOGGLEBIT 0x00004000 #define MAX_STAMINA 1000 // player_state->persistant[] indexes // these fields are the only part of player_state that isn't // cleared on respawn typedef enum { PERS_SCORE, // !!! MUST NOT CHANGE, SERVER AND GAME BOTH REFERENCE !!! PERS_HITS, // total points damage inflicted so damage beeps can sound on change PERS_RANK, PERS_TEAM, PERS_SPAWN_COUNT, // incremented every respawn PERS_ATTACKER, // clientnum of last damage inflicter PERS_KILLED, // count of the number of times you died //TA: PERS_STATE, PERS_CREDIT, //TA: human credit PERS_BANK //TA: human credit in the bank } persEnum_t; #define PS_WALLCLIMBINGFOLLOW 0x00000001 // entityState_t->eFlags #define EF_DEAD 0x00000001 // don't draw a foe marker over players with EF_DEAD #define EF_TELEPORT_BIT 0x00000002 // toggled every time the origin abruptly changes #define EF_PLAYER_EVENT 0x00000004 #define EF_BOUNCE 0x00000008 // for missiles #define EF_BOUNCE_HALF 0x00000010 // for missiles #define EF_WALLCLIMB 0x00000020 // TA: wall walking #define EF_WALLCLIMBCEILING 0x00000040 // TA: wall walking ceiling hack #define EF_NODRAW 0x00000080 // may have an event, but no model (unspawned items) #define EF_FIRING 0x00000100 // for lightning gun #define EF_FIRING2 0x00000200 // alt fire #define EF_FIRING3 0x00000400 // third fire #define EF_MOVER_STOP 0x00000800 // will push otherwise #define EF_TALK 0x00001000 // draw a talk balloon #define EF_CONNECTION 0x00002000 // draw a connection trouble sprite #define EF_VOTED 0x00004000 // already cast a vote #define EF_TEAMVOTED 0x00008000 // already cast a vote #define EF_OVERDRAW_OFF 0x00010000 // TA: disable overdraw protection on sprites #define EF_REAL_LIGHT 0x00020000 // TA: light sprites according to ambient light typedef enum { PW_NONE, PW_QUAD, PW_BATTLESUIT, PW_HASTE, PW_INVIS, PW_REGEN, PW_FLIGHT, PW_REDFLAG, PW_BLUEFLAG, PW_BALL, PW_NUM_POWERUPS } powerup_t; typedef enum { HI_NONE, HI_TELEPORTER, HI_MEDKIT, HI_NUM_HOLDABLE } holdable_t; typedef enum { WP_NONE, WP_VENOM, WP_GRAB_CLAW, WP_GRAB_CLAW_UPG, WP_POUNCE, WP_POUNCE_UPG, WP_AREA_ZAP, WP_DIRECT_ZAP, WP_GROUND_POUND, WP_MACHINEGUN, WP_CHAINGUN, WP_FLAMER, WP_MASS_DRIVER, WP_PULSE_RIFLE, WP_LUCIFER_CANON, WP_LAS_GUN, WP_PAIN_SAW, WP_LOCKBLOB_LAUNCHER, WP_TESLAGEN, //build weapons must remain in a block WP_ABUILD, WP_ABUILD2, WP_HBUILD2, WP_HBUILD, //ok? WP_NUM_WEAPONS } weapon_t; typedef enum { UP_NONE, UP_CHESTARMOUR, UP_LIMBARMOUR, UP_HELMET, UP_ANTITOXIN, UP_BATTPACK, UP_JETPACK, UP_BATTLESUIT, UP_MGCLIP, UP_CGAMMO, UP_GAS, UP_NUM_UPGRADES } upgrade_t; typedef enum { WUT_NONE, WUT_ALIENS, WUT_HUMANS, WUT_NUM_TEAMS } WUTeam_t; //TA: bitmasks for upgrade slots #define SLOT_NONE 0x00000000 #define SLOT_HEAD 0x00000001 #define SLOT_TORSO 0x00000002 #define SLOT_ARMS 0x00000004 #define SLOT_LEGS 0x00000008 #define SLOT_BACKPACK 0x00000010 #define SLOT_WEAPON 0x00000020 #define SLOT_SIDEARM 0x00000040 typedef enum { BA_NONE, BA_A_SPAWN, BA_A_HIVEMIND, BA_A_BARRICADE, BA_A_ACIDTUBE, BA_A_TRAPPER, BA_A_BOOSTER, BA_A_HOVEL, BA_A_OBANK, BA_H_SPAWN, BA_H_MGTURRET, BA_H_TESLAGEN, BA_H_ARMOURY, BA_H_DCC, BA_H_MEDISTAT, BA_H_ADVMEDISTAT, BA_H_BANK, BA_H_REACTOR, BA_H_REPEATER, BA_H_FLOATMINE, BA_NUM_BUILDABLES } buildable_t; typedef enum { BIT_NONE, BIT_ALIENS, BIT_HUMANS, BIT_NUM_TEAMS } buildableTeam_t; #define B_POWERED_TOGGLEBIT 0x00000040 #define B_DCCED_TOGGLEBIT 0x00000080 // reward sounds (stored in ps->persistant[PERS_PLAYEREVENTS]) #define PLAYEREVENT_DENIEDREWARD 0x0001 #define PLAYEREVENT_GAUNTLETREWARD 0x0002 #define PLAYEREVENT_HOLYSHIT 0x0004 // entityState_t->event values // entity events are for effects that take place reletive // to an existing entities origin. Very network efficient. // two bits at the top of the entityState->event field // will be incremented with each change in the event so // that an identical event started twice in a row can // be distinguished. And off the value with ~EV_EVENT_BITS // to retrieve the actual event number #define EV_EVENT_BIT1 0x00000100 #define EV_EVENT_BIT2 0x00000200 #define EV_EVENT_BITS (EV_EVENT_BIT1|EV_EVENT_BIT2) #define EVENT_VALID_MSEC 300 typedef enum { EV_NONE, EV_FOOTSTEP, EV_FOOTSTEP_METAL, EV_FOOTSTEP_SQUELCH, EV_FOOTSPLASH, EV_FOOTWADE, EV_SWIM, EV_STEP_4, EV_STEP_8, EV_STEP_12, EV_STEP_16, EV_STEPDN_4, EV_STEPDN_8, EV_STEPDN_12, EV_STEPDN_16, EV_FALL_SHORT, EV_FALL_MEDIUM, EV_FALL_FAR, EV_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 } entity_event_t; typedef enum { MN_TEAM, MN_A_CLASS, MN_A_BUILD, MN_A_INFEST, MN_A_NOROOM, MN_A_NOCREEP, MN_A_NOHVMND, MN_A_HIVEMIND, MN_A_NOASSERT, MN_A_SPWNWARN, MN_A_NORMAL, MN_A_HOVEL_OCCUPIED, MN_A_HOVEL_BLOCKED, MN_A_OBANK, MN_A_NOFUNDS, MN_H_SPAWN, MN_H_BUILD, MN_H_ARMOURY, MN_H_BANK, MN_H_NOROOM, MN_H_NOPOWER, MN_H_REACTOR, MN_H_REPEATER, MN_H_RPLWARN, MN_H_RPTWARN, MN_H_NOSLOTS, MN_H_NOFUNDS, MN_H_NODCC, MN_H_ITEMHELD } dynMenu_t; // animations typedef enum { BOTH_DEATH1, BOTH_DEAD1, BOTH_DEATH2, BOTH_DEAD2, BOTH_DEATH3, BOTH_DEAD3, TORSO_GESTURE, TORSO_ATTACK, TORSO_ATTACK2, TORSO_DROP, TORSO_RAISE, TORSO_STAND, TORSO_STAND2, LEGS_WALKCR, LEGS_WALK, LEGS_RUN, LEGS_BACK, LEGS_SWIM, LEGS_JUMP, LEGS_LAND, LEGS_JUMPB, LEGS_LANDB, LEGS_IDLE, LEGS_IDLECR, LEGS_TURN, TORSO_GETFLAG, TORSO_GUARDBASE, TORSO_PATROL, TORSO_FOLLOWME, TORSO_AFFIRMATIVE, TORSO_NEGATIVE, MAX_PLAYER_ANIMATIONS, LEGS_BACKCR, LEGS_BACKWALK, FLAG_RUN, FLAG_STAND, FLAG_STAND2RUN, MAX_PLAYER_TOTALANIMATIONS } playerAnimNumber_t; //TA: for buildable animations typedef enum { BANIM_NONE, BANIM_CONSTRUCT1, BANIM_CONSTRUCT2, BANIM_IDLE1, BANIM_IDLE2, BANIM_IDLE3, BANIM_ATTACK1, BANIM_ATTACK2, BANIM_SPAWN1, BANIM_SPAWN2, BANIM_PAIN1, BANIM_PAIN2, BANIM_DESTROY1, BANIM_DESTROY2, BANIM_DESTROYED, MAX_BUILDABLE_ANIMATIONS } buildableAnimNumber_t; typedef struct animation_s { int firstFrame; int numFrames; int loopFrames; // 0 to numFrames int frameLerp; // msec between frames int initialLerp; // msec to get to first frame int reversed; // true if animation is reversed int flipflop; // true if animation should flipflop back to base } animation_t; // flip the togglebit every time an animation // changes so a restart of the same anim can be detected #define ANIM_TOGGLEBIT 128 typedef enum { TEAM_FREE, TEAM_SPECTATOR, TEAM_NUM_TEAMS } team_t; // Time between location updates #define TEAM_LOCATION_UPDATE_TIME 1000 // How many players on the overlay #define TEAM_MAXOVERLAY 32 //TA: player classes typedef enum { PCL_NONE, //builder classes PCL_A_B_BASE, PCL_A_B_LEV1, //offensive classes PCL_A_O_BASE, PCL_A_O_LEV1, PCL_A_O_LEV1_UPG, PCL_A_O_LEV2, PCL_A_O_LEV2_UPG, PCL_A_O_LEV3, PCL_A_O_LEV3_UPG, PCL_A_O_LEV4, //human class PCL_H_BASE, PCL_NUM_CLASSES } pClass_t; //TA: player teams typedef enum { PTE_NONE, PTE_ALIENS, PTE_HUMANS, PTE_NUM_TEAMS } pTeam_t; // means of death typedef enum { MOD_UNKNOWN, MOD_SHOTGUN, MOD_GAUNTLET, MOD_MACHINEGUN, MOD_CHAINGUN, MOD_GRENADE, MOD_GRENADE_SPLASH, MOD_ROCKET, MOD_ROCKET_SPLASH, MOD_FLAMER, MOD_FLAMER_SPLASH, MOD_RAILGUN, MOD_LIGHTNING, MOD_BFG, MOD_BFG_SPLASH, MOD_WATER, MOD_SLIME, MOD_LAVA, MOD_CRUSH, MOD_TELEFRAG, MOD_FALLING, MOD_SUICIDE, MOD_TARGET_LASER, MOD_TRIGGER_HURT, MOD_GRAPPLE, MOD_VENOM, MOD_HSPAWN, MOD_ASPAWN } meansOfDeath_t; //--------------------------------------------------------- // gitem_t->type typedef enum { IT_BAD, IT_WEAPON, // EFX: rotate + upscale + minlight IT_BUILDABLE, //TA: gitem_t->type for buildable items (spawns etc.) IT_UPGRADE, //TA: gitem_t->type for human upgrades IT_AMMO, // EFX: rotate IT_ARMOR, // EFX: rotate + minlight IT_HEALTH, // EFX: static external sphere + rotating internal IT_POWERUP, // instant on, timer based // EFX: rotate + external ring that rotates IT_HOLDABLE, // single use, holdable item // EFX: rotate + bob IT_TEAM } itemType_t; #define MAX_ITEM_MODELS 4 typedef struct gitem_s { char *classname; // spawning name char *pickup_sound; char *world_model[MAX_ITEM_MODELS]; char *icon; char *pickup_name; // for printing on pickup int quantity; // for ammo how much, or duration of powerup itemType_t giType; // IT_* flags int giTag; char *precaches; // string of all models and images this item will use char *sounds; // string of all sounds this item will use } gitem_t; //TA: player class record typedef struct { int classNum; char *className; char *humanName; char *modelName; float modelScale; char *skinName; char *hudName; int stages; vec3_t mins; vec3_t maxs; vec3_t crouchMaxs; vec3_t deadMins; vec3_t deadMaxs; int viewheight; int crouchViewheight; int health; int regenRate; int abilities; weapon_t startWeapon; float buildDist; int fov; float bob; int steptime; float speed; float sticky; int children[ 3 ]; int timeToEvolve; int value; } classAttributes_t; //stages typedef enum { S1, S2, S3 } stage_t; //TA: buildable item record typedef struct { int buildNum; char *buildName; char *humanName; char *entityName; char *models[ MAX_ITEM_MODELS ]; vec3_t mins; vec3_t maxs; trType_t traj; float bounce; int buildPoints; int stages; int health; int regenRate; int splashDamage; int splashRadius; int meansOfDeath; int team; weapon_t buildWeapon; int idleAnim; int nextthink; qboolean usable; int turretRange; int turretFireSpeed; weapon_t turretProjType; float minNormal; qboolean invertNormal; qboolean creepTest; int creepSize; qboolean dccTest; qboolean reactorTest; } buildableAttributes_t; //TA: weapon record typedef struct { int weaponNum; int price; int stages; int slots; char *weaponName; char *weaponHumanName; char *models[ MAX_ITEM_MODELS ]; char *icon; char *crosshair; int crosshairSize; int quan; int clips; int maxClips; qboolean infiniteAmmo; qboolean usesEnergy; int repeatRate1; int repeatRate2; int repeatRate3; int reloadTime; qboolean hasAltMode; qboolean hasThirdMode; qboolean purchasable; int buildDelay; WUTeam_t team; } weaponAttributes_t; //TA: upgrade record typedef struct { int upgradeNum; int price; int stages; int slots; char *upgradeName; char *upgradeHumanName; char *icon; weapon_t weaponAmmo; int ammo; int clips; WUTeam_t team; } upgradeAttributes_t; //TA: void BG_unpackAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int *quan, int *clips, int *maxclips ); void BG_packAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int quan, int clips, int maxclips ); void BG_packWeapon( int weapon, int stats[ ] ); void BG_removeWeapon( int weapon, int stats[ ] ); qboolean BG_gotWeapon( int weapon, int stats[ ] ); void BG_packItem( int item, int stats[ ] ); void BG_removeItem( int item, int stats[ ] ); qboolean BG_gotItem( int item, int stats[ ] ); void BG_activateItem( int item, int stats[ ] ); void BG_deactivateItem( int item, int stats[ ] ); qboolean BG_activated( int item, int stats[ ] ); qboolean BG_rotateAxis( vec3_t surfNormal, vec3_t inAxis[ 3 ], vec3_t outAxis[ 3 ], qboolean inverse, qboolean ceiling ); int BG_FindBuildNumForName( char *name ); int BG_FindBuildNumForEntityName( char *name ); char *BG_FindNameForBuildable( int bclass ); char *BG_FindHumanNameForBuildable( int bclass ); char *BG_FindEntityNameForBuildable( int bclass ); char *BG_FindModelsForBuildable( int bclass, int modelNum ); void BG_FindBBoxForBuildable( int bclass, vec3_t mins, vec3_t maxs ); int BG_FindHealthForBuildable( int bclass ); int BG_FindRegenRateForBuildable( int bclass ); trType_t BG_FindTrajectoryForBuildable( int bclass ); float BG_FindBounceForBuildable( int bclass ); int BG_FindBuildPointsForBuildable( int bclass ); qboolean BG_FindStagesForBuildable( int bclass, stage_t stage ); int BG_FindSplashDamageForBuildable( int bclass ); int BG_FindSplashRadiusForBuildable( int bclass ); int BG_FindMODForBuildable( int bclass ); int BG_FindTeamForBuildable( int bclass ); weapon_t BG_FindBuildWeaponForBuildable( int bclass ); int BG_FindAnimForBuildable( int bclass ); int BG_FindNextThinkForBuildable( int bclass ); qboolean BG_FindUsableForBuildable( int bclass ); int BG_FindRangeForBuildable( int bclass ); int BG_FindFireSpeedForBuildable( int bclass ); weapon_t BG_FindProjTypeForBuildable( int bclass ); float BG_FindMinNormalForBuildable( int bclass ); qboolean BG_FindInvertNormalForBuildable( int bclass ); int BG_FindCreepTestForBuildable( int bclass ); int BG_FindCreepSizeForBuildable( int bclass ); int BG_FindDCCTestForBuildable( int bclass ); int BG_FindUniqueTestForBuildable( int bclass ); int BG_FindClassNumForName( char *name ); char *BG_FindNameForClassNum( int pclass ); char *BG_FindHumanNameForClassNum( int pclass ); char *BG_FindModelNameForClass( int pclass ); float BG_FindModelScaleForClass( int pclass ); char *BG_FindSkinNameForClass( int pclass ); char *BG_FindHudNameForClass( int pclass ); qboolean BG_FindStagesForClass( int pclass, stage_t stage ); void BG_FindBBoxForClass( int pclass, vec3_t mins, vec3_t maxs, vec3_t cmaxs, vec3_t dmins, vec3_t dmaxs ); void BG_FindViewheightForClass( int pclass, int *viewheight, int *cViewheight ); int BG_FindHealthForClass( int pclass ); int BG_FindRegenRateForClass( int pclass ); int BG_FindFovForClass( int pclass ); float BG_FindBobForClass( int pclass ); float BG_FindSpeedForClass( int pclass ); float BG_FindStickyForClass( int pclass ); int BG_FindSteptimeForClass( int pclass ); qboolean BG_ClassHasAbility( int pclass, int ability ); weapon_t BG_FindStartWeaponForClass( int pclass ); float BG_FindBuildDistForClass( int pclass ); int BG_ClassCanEvolveFromTo( int fclass, int tclass, int credits, int num ); int BG_FindEvolveTimeForClass( int pclass ); int BG_FindValueOfClass( int pclass ); int BG_FindPriceForWeapon( int weapon ); qboolean BG_FindStagesForWeapon( int weapon, stage_t stage ); int BG_FindSlotsForWeapon( int weapon ); char *BG_FindNameForWeapon( int weapon ); int BG_FindWeaponNumForName( char *name ); char *BG_FindHumanNameForWeapon( int weapon ); char *BG_FindModelsForWeapon( int weapon, int modelNum ); char *BG_FindIconForWeapon( int weapon ); char *BG_FindCrosshairForWeapon( int weapon ); int BG_FindCrosshairSizeForWeapon( int weapon ); void BG_FindAmmoForWeapon( int weapon, int *quan, int *clips, int *maxClips ); qboolean BG_FindInfinteAmmoForWeapon( int weapon ); qboolean BG_FindUsesEnergyForWeapon( int weapon ); int BG_FindRepeatRate1ForWeapon( int weapon ); int BG_FindRepeatRate2ForWeapon( int weapon ); int BG_FindRepeatRate3ForWeapon( int weapon ); int BG_FindReloadTimeForWeapon( int weapon ); qboolean BG_WeaponHasAltMode( int weapon ); qboolean BG_WeaponHasThirdMode( int weapon ); qboolean BG_FindPurchasableForWeapon( int weapon ); int BG_FindBuildDelayForWeapon( int weapon ); WUTeam_t BG_FindTeamForWeapon( int weapon ); int BG_FindPriceForUpgrade( int upgrade ); qboolean BG_FindStagesForUpgrade( int upgrade, stage_t stage ); int BG_FindSlotsForUpgrade( int upgrade ); char *BG_FindNameForUpgrade( int upgrade ); int BG_FindUpgradeNumForName( char *name ); char *BG_FindHumanNameForUpgrade( int upgrade ); char *BG_FindIconForUpgrade( int upgrade ); weapon_t BG_FindWeaponAmmoForBuildable( int upgrade ); void BG_FindAmmoForUpgrade( int upgrade, int *ammo, int *clips ); WUTeam_t BG_FindTeamForUpgrade( int upgrade ); // content masks #define MASK_ALL (-1) #define MASK_SOLID (CONTENTS_SOLID) #define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY) #define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP) #define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME) #define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA) #define MASK_SHOT (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE) // // entityState_t->eType // typedef enum { ET_GENERAL, ET_PLAYER, ET_ITEM, ET_BUILDABLE, //TA: buildable type ET_CREEP, //TA: creep type ET_MISSILE, ET_MOVER, ET_BEAM, ET_PORTAL, ET_SPEAKER, ET_PUSH_TRIGGER, ET_TELEPORT_TRIGGER, ET_INVISIBLE, ET_GRAPPLE, // grapple hooked on wall ET_CORPSE, ET_SPRITER, ET_ANIMMAPOBJ, ET_LIGHTFLARE, ET_EVENTS // any of the EV_* events can be added freestanding // by setting eType to ET_EVENTS + eventNum // this avoids having to set eFlags and eventNum } entityType_t; void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result ); void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result ); void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps ); void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad ); void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap ); void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap ); qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime ); #define ARENAS_PER_TIER 4 #define MAX_ARENAS 1024 #define MAX_ARENAS_TEXT 8192 #define MAX_BOTS 1024 #define MAX_BOTS_TEXT 8192 //TA: conceptually should live in q_shared.h void AxisToAngles( vec3_t axis[3], vec3_t angles ); #define Vector2Set(v, x, y) ((v)[0]=(x), (v)[1]=(y)) float pointToLineDistance( const vec3_t point, const vec3_t p1, const vec3_t p2 ); // Ridah void GetPerpendicularViewVector( const vec3_t point, const vec3_t p1, const vec3_t p2, vec3_t up ); void ProjectPointOntoVector( vec3_t point, vec3_t vStart, vec3_t vEnd, vec3_t vProj ); float VectorDistance( vec3_t v1, vec3_t v2 ); // done.