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|
// Copyright (C) 1999-2000 Id Software, Inc.
//
// bg_public.h -- definitions shared by both the server game and client game modules
/*
* Portions Copyright (C) 2000-2001 Tim Angus
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the 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.
*/
// because games can change separately from the main system version, we need a
// second version that must match between game and cgame
#define GAME_VERSION "baseq3-1"
#define DEFAULT_GRAVITY 800
#define GIB_HEALTH -40
#define ARMOR_PROTECTION 0.66
#define MAX_ITEMS 256
#define RANK_TIED_FLAG 0x4000
#define DEFAULT_SHOTGUN_SPREAD 700
#define DEFAULT_SHOTGUN_COUNT 11
#define ITEM_RADIUS 15 // item sizes are needed for client side pickup detection
#define LIGHTNING_RANGE 1024
#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 MAX_POUNCE_SPEED 750
#define POUNCE_TIME 1000.0f
#define LC_TOTAL_CHARGE 255
#define LC_CHARGE_TIME 2000.0f
//
// 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
#define CS_ITEMS 27 // string of 0's and 1's that tell which items are present
//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 {
GT_FFA, // free for all
GT_TOURNAMENT, // one on one tournament
GT_SINGLE_PLAYER, // single player ffa
//-- team games go after this --
GT_TEAM, // team deathmatch
GT_CTF, // capture the flag
GT_1FCTF,
GT_OBELISK,
GT_HARVESTER,
GT_MAX_GAME_TYPE
} gametype_t;
typedef enum { GENDER_MALE, GENDER_FEMALE, GENDER_NEUTER } gender_t;
/*
===================================================================================
PMOVE MODULE
The pmove code takes a player_state_t and a usercmd_t and generates a new player_state_t
and some other output data. Used for local prediction on the client game and true
movement on the server game.
===================================================================================
*/
typedef enum {
PM_NORMAL, // can accelerate and turn
PM_NOCLIP, // noclip movement
PM_SPECTATOR, // still run into walls
PM_GRABBED, // like dead, but for when the player is still live
PM_DEAD, // no acceleration or turning, but free falling
PM_FREEZE, // stuck in place with no control
PM_INTERMISSION, // no movement or status bar
PM_SPINTERMISSION // no movement or status bar
} pmtype_t;
typedef enum {
WEAPON_READY,
WEAPON_RAISING,
WEAPON_DROPPING,
WEAPON_FIRING,
WEAPON_RELOADING
} weaponstate_t;
// pmove->pm_flags
#define PMF_DUCKED 1
#define PMF_JUMP_HELD 2
#define PMF_CROUCH_HELD 4
#define PMF_BACKWARDS_JUMP 8 // go into backwards land
#define PMF_BACKWARDS_RUN 16 // coast down to backwards run
#define PMF_TIME_LAND 32 // pm_time is time before rejump
#define PMF_TIME_KNOCKBACK 64 // pm_time is an air-accelerate only time
#define PMF_TIME_WATERJUMP 256 // pm_time is waterjump
#define PMF_RESPAWNED 512 // clear after attack and jump buttons come up
#define PMF_USE_ITEM_HELD 1024
#define PMF_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_ARMOR,
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 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 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_PLAYEREVENTS, // 16 bits that can be flipped for events
PERS_REWARD, // a reward_t
PERS_ATTACKER, // clientnum of last damage inflicter
PERS_KILLED, // count of the number of times you died
//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_AWARD_EXCELLENT 0x00000004 // draw an excellent sprite
#define EF_PLAYER_EVENT 0x00000008
#define EF_BOUNCE 0x00000010 // for missiles
#define EF_BOUNCE_HALF 0x00000020 // for missiles
#define EF_AWARD_GAUNTLET 0x00000040 // draw a gauntlet sprite
#define EF_NODRAW 0x00000080 // may have an event, but no model (unspawned items)
#define EF_FIRING 0x00000100 // for lightning gun
#define EF_FIRING2 0x00000200 // alt fire
#define EF_MOVER_STOP 0x00000400 // will push otherwise
#define EF_TALK 0x00000800 // draw a talk balloon
#define EF_CONNECTION 0x00001000 // draw a connection trouble sprite
#define EF_VOTED 0x00002000 // already cast a vote
#define EF_TEAMVOTED 0x00004000 // already cast a vote
#define EF_AWARD_IMPRESSIVE 0x00008000 // draw an impressive sprite
#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;
//TA: needed client side to size sprites
#define FIREBALL_LIFETIME 1000.0f
#define FIREBALL_SPEED 200.0f
#define FIREBALL_GAP 15 //basically as fast as possible yet regular
#define FIREBALL_LAG 0.5f //the amount of player velocity that is added to the fireball
typedef enum
{
WP_NONE,
WP_MACHINEGUN,
WP_CHAINGUN,
WP_LOCKBLOB_LAUNCHER,
WP_TESLAGEN,
WP_FLAMER,
WP_PLASMAGUN,
WP_VENOM,
WP_GRAB_CLAW,
WP_POUNCE,
WP_AREA_ZAP,
WP_DIRECT_ZAP,
WP_MASS_DRIVER,
WP_PULSE_RIFLE,
WP_LUCIFER_CANON,
WP_LAS_GUN,
WP_PAIN_SAW,
//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_TORCH,
UP_NVG,
UP_CHESTARMOUR,
UP_LIMBARMOUR,
UP_HELMET,
UP_ANTITOXIN,
UP_BATTPACK,
UP_JETPACK,
UP_BATTLESUIT,
UP_MGCLIP,
UP_100CGAMMO,
UP_200GAS,
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 0
#define SLOT_HEAD 1
#define SLOT_TORSO 2
#define SLOT_ARMS 4
#define SLOT_LEGS 8
#define SLOT_BACKPACK 16
#define SLOT_WEAPON 32
#define SLOT_SIDEARM 64
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_DEF1,
BA_H_DEF2,
BA_H_DEF3,
BA_H_MCU,
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;
// 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_ITEM_PICKUP, // normal item pickups are predictable
EV_GLOBAL_ITEM_PICKUP, // powerup / team sounds are broadcast to everyone
EV_NOAMMO,
EV_CHANGE_WEAPON,
EV_FIRE_WEAPON,
EV_FIRE_WEAPON2,
EV_FIRE_WEAPONBOTH,
EV_USE_ITEM0,
EV_USE_ITEM1,
EV_USE_ITEM2,
EV_USE_ITEM3,
EV_USE_ITEM4,
EV_USE_ITEM5,
EV_USE_ITEM6,
EV_USE_ITEM7,
EV_USE_ITEM8,
EV_USE_ITEM9,
EV_USE_ITEM10,
EV_USE_ITEM11,
EV_USE_ITEM12,
EV_USE_ITEM13,
EV_USE_ITEM14,
EV_USE_ITEM15,
EV_ITEM_RESPAWN,
EV_PLAYER_RESPAWN, //TA: for fovwarp effects
EV_ITEM_POP,
EV_PLAYER_TELEPORT_IN,
EV_PLAYER_TELEPORT_OUT,
EV_GRENADE_BOUNCE, // eventParm will be the soundindex
EV_GENERAL_SOUND,
EV_GLOBAL_SOUND, // no attenuation
EV_BULLET_HIT_FLESH,
EV_BULLET_HIT_WALL,
EV_LAS_HIT_FLESH,
EV_LAS_HIT_WALL,
EV_MASS_DRIVER_HIT,
EV_MISSILE_HIT,
EV_MISSILE_MISS,
EV_MISSILE_MISS_METAL,
EV_ITEM_EXPLOSION, //TA: human item explosions
EV_RAILTRAIL,
EV_TESLATRAIL,
EV_SHOTGUN,
EV_BULLET, // otherEntity is the shooter
EV_PAIN,
EV_DEATH1,
EV_DEATH2,
EV_DEATH3,
EV_OBITUARY,
EV_POWERUP_QUAD,
EV_POWERUP_BATTLESUIT,
EV_POWERUP_REGEN,
EV_GIB_PLAYER, // gib a previously living player
EV_GIB_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_TAUNT_YES,
EV_TAUNT_NO,
EV_TAUNT_FOLLOWME,
EV_TAUNT_GETFLAG,
EV_TAUNT_GUARDBASE,
EV_TAUNT_PATROL,
EV_MENU //TA: menu event
} entity_event_t;
typedef enum
{
MN_TEAM,
MN_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_MCU,
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
#define ANIM_WALLCLIMBING 64
typedef enum {
TEAM_FREE,
TEAM_HUMANS,
TEAM_ALIENS,
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;
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 armor;
int abilities;
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 damage;
int splashDamage;
int splashRadius;
int meansOfDeath;
int team;
weapon_t buildWeapon;
int idleAnim;
int nextthink;
int turretFireSpeed;
int turretRange;
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;
int quan;
int clips;
int maxClips;
qboolean infiniteAmmo;
qboolean usesEnergy;
int repeatRate;
int reloadTime;
qboolean hasAltMode;
qboolean synced;
qboolean purchasable;
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[ ] );
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 );
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_FindDamageForBuildable( int bclass );
int BG_FindSplashDamageForBuildable( int bclass );
int BG_FindSplashRadiusForBuildable( int bclass );
int BG_FindMODForBuildable( int bclass );
int BG_FindTeamForBuildable( int bclass );
weapon_t BG_FindBuildWeaponForBuildable( int bclass );
int BG_FindAnimForBuildable( int bclass );
int BG_FindNextThinkForBuildable( int bclass );
int BG_FindFireSpeedForBuildable( int bclass );
int BG_FindRangeForBuildable( 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 );
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_FindArmorForClass( 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 );
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 );
void BG_FindAmmoForWeapon( int weapon, int *quan, int *clips, int *maxClips );
qboolean BG_FindInfinteAmmoForWeapon( int weapon );
qboolean BG_FindUsesEnergyForWeapon( int weapon );
int BG_FindRepeatRateForWeapon( int weapon );
int BG_FindReloadTimeForWeapon( int weapon );
qboolean BG_WeaponHasAltMode( int weapon );
qboolean BG_WeaponModesAreSynced( int weapon );
qboolean BG_FindPurchasableForWeapon( 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 );
// g_dmflags->integer flags
#define DF_NO_FALLING 8
#define DF_FIXED_FOV 16
#define DF_NO_FOOTSTEPS 32
// content masks
#define MASK_ALL (-1)
#define MASK_SOLID (CONTENTS_SOLID)
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY)
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP)
#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_CORPSE)
//
// entityState_t->eType
//
typedef enum {
ET_GENERAL,
ET_PLAYER,
ET_ITEM,
ET_BUILDABLE, //TA: buildable type
ET_CREEP, //TA: creep type
ET_MISSILE,
ET_MOVER,
ET_BEAM,
ET_PORTAL,
ET_SPEAKER,
ET_PUSH_TRIGGER,
ET_TELEPORT_TRIGGER,
ET_INVISIBLE,
ET_GRAPPLE, // grapple hooked on wall
ET_TORCH, //TA: torch type
ET_CORPSE,
ET_SPRITER,
ET_ANIMMAPOBJ,
ET_LENSFLARE,
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 CREEP_BASESIZE 120
#define REACTOR_BASESIZE 1000
#define REPEATER_BASESIZE 500
#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.
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