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|
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2006 Tim Angus
This file is part of Tremulous.
Tremulous is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Tremulous is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Tremulous; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// bg_public.h -- definitions shared by both the server game and client game modules
//tremulous balance header
#include "tremulous.h"
// because games can change separately from the main system version, we need a
// second version that must match between game and cgame
#define GAME_VERSION "tremulous"
#define DEFAULT_GRAVITY 800
#define SCORE_NOT_PRESENT -9999 // for the CS_SCORES[12] when only one player is present
#define VOTE_TIME 30000 // 30 seconds before vote times out
#define MINS_Z -24
#define DEFAULT_VIEWHEIGHT 26
#define CROUCH_VIEWHEIGHT 12
#define DEAD_VIEWHEIGHT -14 //TA: watch for mins[ 2 ] less than this causing
//
// config strings are a general means of communicating variable length strings
// from the server to all connected clients.
//
// CS_SERVERINFO and CS_SYSTEMINFO are defined in q_shared.h
#define CS_MUSIC 2
#define CS_MESSAGE 3 // from the map worldspawn's message field
#define CS_MOTD 4 // g_motd string for server message of the day
#define CS_WARMUP 5 // server time when the match will be restarted
#define CS_SCORES1 6
#define CS_SCORES2 7
#define CS_VOTE_TIME 8
#define CS_VOTE_STRING 9
#define CS_VOTE_YES 10
#define CS_VOTE_NO 11
#define CS_TEAMVOTE_TIME 12
#define CS_TEAMVOTE_STRING 14
#define CS_TEAMVOTE_YES 16
#define CS_TEAMVOTE_NO 18
#define CS_GAME_VERSION 20
#define CS_LEVEL_START_TIME 21 // so the timer only shows the current level
#define CS_INTERMISSION 22 // when 1, fraglimit/timelimit has been hit and intermission will start in a second or two
#define CS_FLAGSTATUS 23 // string indicating flag status in CTF
#define CS_SHADERSTATE 24
#define CS_BOTINFO 25
#define CS_CLIENTS_READY 26 //TA: following suggestion in STAT_ enum STAT_CLIENTS_READY becomes a configstring
//TA: extra stuff:
#define CS_BUILDPOINTS 28
#define CS_STAGES 29
#define CS_SPAWNS 30
#define CS_MODELS 33
#define CS_SOUNDS (CS_MODELS+MAX_MODELS)
#define CS_SHADERS (CS_SOUNDS+MAX_SOUNDS)
#define CS_PARTICLE_SYSTEMS (CS_SHADERS+MAX_GAME_SHADERS)
#define CS_PLAYERS (CS_PARTICLE_SYSTEMS+MAX_GAME_PARTICLE_SYSTEMS)
#define CS_PRECACHES (CS_PLAYERS+MAX_CLIENTS)
#define CS_LOCATIONS (CS_PRECACHES+MAX_CLIENTS)
#define CS_PARTICLE_FILES (CS_LOCATIONS+MAX_LOCATIONS)
#define CS_MAX (CS_PARTICLE_FILES+MAX_PARTICLE_FILES)
#if (CS_MAX) > MAX_CONFIGSTRINGS
#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS
#endif
typedef enum
{
GENDER_MALE,
GENDER_FEMALE,
GENDER_NEUTER
} gender_t;
/*
===================================================================================
PMOVE MODULE
The pmove code takes a player_state_t and a usercmd_t and generates a new player_state_t
and some other output data. Used for local prediction on the client game and true
movement on the server game.
===================================================================================
*/
typedef enum
{
PM_NORMAL, // can accelerate and turn
PM_NOCLIP, // noclip movement
PM_SPECTATOR, // still run into walls
PM_JETPACK, // jetpack physics
PM_GRABBED, // like dead, but for when the player is still live
PM_DEAD, // no acceleration or turning, but free falling
PM_FREEZE, // stuck in place with no control
PM_INTERMISSION, // no movement or status bar
PM_SPINTERMISSION // no movement or status bar
} pmtype_t;
typedef enum
{
WEAPON_READY,
WEAPON_RAISING,
WEAPON_DROPPING,
WEAPON_FIRING,
WEAPON_RELOADING
} weaponstate_t;
// pmove->pm_flags
#define PMF_DUCKED 1
#define PMF_JUMP_HELD 2
#define PMF_CROUCH_HELD 4
#define PMF_BACKWARDS_JUMP 8 // go into backwards land
#define PMF_BACKWARDS_RUN 16 // coast down to backwards run
#define PMF_TIME_LAND 32 // pm_time is time before rejump
#define PMF_TIME_KNOCKBACK 64 // pm_time is an air-accelerate only time
#define PMF_TIME_WATERJUMP 256 // pm_time is waterjump
#define PMF_RESPAWNED 512 // clear after attack and jump buttons come up
#define PMF_USE_ITEM_HELD 1024
#define PMF_WEAPON_RELOAD 2048 //TA: force a weapon switch
#define PMF_FOLLOW 4096 // spectate following another player
#define PMF_QUEUED 8192 //TA: player is queued
#define PMF_TIME_WALLJUMP 16384 //TA: for limiting wall jumping
#define PMF_CHARGE 32768 //TA: keep track of pouncing
#define PMF_WEAPON_SWITCH 65536 //TA: force a weapon switch
#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK|PMF_TIME_WALLJUMP)
#define MAXTOUCH 32
typedef struct
{
// state (in / out)
playerState_t *ps;
// command (in)
usercmd_t cmd;
int tracemask; // collide against these types of surfaces
int debugLevel; // if set, diagnostic output will be printed
qboolean noFootsteps; // if the game is setup for no footsteps by the server
qboolean autoWeaponHit[ 32 ]; //FIXME: TA: remind myself later this might be a problem
int framecount;
// results (out)
int numtouch;
int touchents[ MAXTOUCH ];
vec3_t mins, maxs; // bounding box size
int watertype;
int waterlevel;
float xyspeed;
// for fixed msec Pmove
int pmove_fixed;
int pmove_msec;
// callbacks to test the world
// these will be different functions during game and cgame
/*void (*trace)( trace_t *results, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask );*/
void (*trace)( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs,
const vec3_t end, int passEntityNum, int contentMask );
int (*pointcontents)( const vec3_t point, int passEntityNum );
} pmove_t;
// if a full pmove isn't done on the client, you can just update the angles
void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd );
void Pmove( pmove_t *pmove );
//===================================================================================
// player_state->stats[] indexes
typedef enum
{
STAT_HEALTH,
STAT_ITEMS,
STAT_SLOTS, //TA: tracks the amount of stuff human players are carrying
STAT_ACTIVEITEMS,
STAT_WEAPONS, // 16 bit fields
STAT_WEAPONS2, //TA: another 16 bits to push the max weapon count up
STAT_MAX_HEALTH, // health / armor limit, changable by handicap
STAT_PCLASS, //TA: player class (for aliens AND humans)
STAT_PTEAM, //TA: player team
STAT_STAMINA, //TA: stamina (human only)
STAT_STATE, //TA: client states e.g. wall climbing
STAT_MISC, //TA: for uh...misc stuff
STAT_BUILDABLE, //TA: which ghost model to display for building
STAT_BOOSTTIME, //TA: time left for boost (alien only)
STAT_FALLDIST, //TA: the distance the player fell
STAT_VIEWLOCK //TA: direction to lock the view in
} statIndex_t;
#define SCA_WALLCLIMBER 0x00000001
#define SCA_TAKESFALLDAMAGE 0x00000002
#define SCA_CANZOOM 0x00000004
#define SCA_NOWEAPONDRIFT 0x00000008
#define SCA_FOVWARPS 0x00000010
#define SCA_ALIENSENSE 0x00000020
#define SCA_CANUSELADDERS 0x00000040
#define SCA_WALLJUMPER 0x00000080
#define SS_WALLCLIMBING 0x00000001
#define SS_WALLCLIMBINGCEILING 0x00000002
#define SS_CREEPSLOWED 0x00000004
#define SS_SPEEDBOOST 0x00000008
#define SS_INFESTING 0x00000010
#define SS_GRABBED 0x00000020
#define SS_BLOBLOCKED 0x00000040
#define SS_POISONED 0x00000080
#define SS_HOVELING 0x00000100
#define SS_BOOSTED 0x00000200
#define SS_SLOWLOCKED 0x00000400
#define SS_POISONCLOUDED 0x00000800
#define SS_MEDKIT_ACTIVE 0x00001000
#define SS_CHARGING 0x00002000
#define SB_VALID_TOGGLEBIT 0x00004000
#define MAX_STAMINA 1000
#define BOOST_TIME 20000
// player_state->persistant[] indexes
// these fields are the only part of player_state that isn't
// cleared on respawn
typedef enum
{
PERS_SCORE, // !!! MUST NOT CHANGE, SERVER AND GAME BOTH REFERENCE !!!
PERS_HITS, // total points damage inflicted so damage beeps can sound on change
PERS_RANK,
PERS_TEAM,
PERS_SPAWN_COUNT, // incremented every respawn
PERS_ATTACKER, // clientnum of last damage inflicter
PERS_KILLED, // count of the number of times you died
//TA:
PERS_STATE,
PERS_CREDIT, // human credit
PERS_BANK, // human credit in the bank
PERS_QUEUEPOS, // position in the spawn queue
PERS_NEWWEAPON // weapon to switch to
} persEnum_t;
#define PS_WALLCLIMBINGFOLLOW 0x00000001
#define PS_WALLCLIMBINGTOGGLE 0x00000002
#define PS_NONSEGMODEL 0x00000004
// entityState_t->eFlags
#define EF_DEAD 0x00000001 // don't draw a foe marker over players with EF_DEAD
#define EF_TELEPORT_BIT 0x00000002 // toggled every time the origin abruptly changes
#define EF_PLAYER_EVENT 0x00000004
#define EF_BOUNCE 0x00000008 // for missiles
#define EF_BOUNCE_HALF 0x00000010 // for missiles
#define EF_NO_BOUNCE_SOUND 0x00000020 // for missiles
#define EF_WALLCLIMB 0x00000040 // TA: wall walking
#define EF_WALLCLIMBCEILING 0x00000080 // TA: wall walking ceiling hack
#define EF_NODRAW 0x00000100 // may have an event, but no model (unspawned items)
#define EF_FIRING 0x00000200 // for lightning gun
#define EF_FIRING2 0x00000400 // alt fire
#define EF_FIRING3 0x00000800 // third fire
#define EF_MOVER_STOP 0x00001000 // will push otherwise
#define EF_TALK 0x00002000 // draw a talk balloon
#define EF_CONNECTION 0x00004000 // draw a connection trouble sprite
#define EF_VOTED 0x00008000 // already cast a vote
#define EF_TEAMVOTED 0x00010000 // already cast a vote
#define EF_BLOBLOCKED 0x00020000 // TA: caught by a trapper
#define EF_REAL_LIGHT 0x00040000 // TA: light sprites according to ambient light
typedef enum
{
PW_NONE,
PW_QUAD,
PW_BATTLESUIT,
PW_HASTE,
PW_INVIS,
PW_REGEN,
PW_FLIGHT,
PW_REDFLAG,
PW_BLUEFLAG,
PW_BALL,
PW_NUM_POWERUPS
} powerup_t;
typedef enum
{
HI_NONE,
HI_TELEPORTER,
HI_MEDKIT,
HI_NUM_HOLDABLE
} holdable_t;
typedef enum
{
WPM_NONE,
WPM_PRIMARY,
WPM_SECONDARY,
WPM_TERTIARY,
WPM_NUM_WEAPONMODES
} weaponMode_t;
typedef enum
{
WP_NONE,
WP_ALEVEL0,
WP_ALEVEL1,
WP_ALEVEL1_UPG,
WP_ALEVEL2,
WP_ALEVEL2_UPG,
WP_ALEVEL3,
WP_ALEVEL3_UPG,
WP_ALEVEL4,
WP_BLASTER,
WP_MACHINEGUN,
WP_PAIN_SAW,
WP_SHOTGUN,
WP_LAS_GUN,
WP_MASS_DRIVER,
WP_CHAINGUN,
WP_PULSE_RIFLE,
WP_FLAMER,
WP_LUCIFER_CANNON,
WP_GRENADE,
WP_LOCKBLOB_LAUNCHER,
WP_HIVE,
WP_TESLAGEN,
WP_MGTURRET,
//build weapons must remain in a block
WP_ABUILD,
WP_ABUILD2,
WP_HBUILD2,
WP_HBUILD,
//ok?
WP_NUM_WEAPONS
} weapon_t;
typedef enum
{
UP_NONE,
UP_LIGHTARMOUR,
UP_HELMET,
UP_MEDKIT,
UP_BATTPACK,
UP_JETPACK,
UP_BATTLESUIT,
UP_GRENADE,
UP_AMMO,
UP_NUM_UPGRADES
} upgrade_t;
typedef enum
{
WUT_NONE,
WUT_ALIENS,
WUT_HUMANS,
WUT_NUM_TEAMS
} WUTeam_t;
//TA: bitmasks for upgrade slots
#define SLOT_NONE 0x00000000
#define SLOT_HEAD 0x00000001
#define SLOT_TORSO 0x00000002
#define SLOT_ARMS 0x00000004
#define SLOT_LEGS 0x00000008
#define SLOT_BACKPACK 0x00000010
#define SLOT_WEAPON 0x00000020
#define SLOT_SIDEARM 0x00000040
typedef enum
{
BA_NONE,
BA_A_SPAWN,
BA_A_OVERMIND,
BA_A_BARRICADE,
BA_A_ACIDTUBE,
BA_A_TRAPPER,
BA_A_BOOSTER,
BA_A_HIVE,
BA_A_HOVEL,
BA_H_SPAWN,
BA_H_MGTURRET,
BA_H_TESLAGEN,
BA_H_ARMOURY,
BA_H_DCC,
BA_H_MEDISTAT,
BA_H_REACTOR,
BA_H_REPEATER,
BA_NUM_BUILDABLES
} buildable_t;
typedef enum
{
BIT_NONE,
BIT_ALIENS,
BIT_HUMANS,
BIT_NUM_TEAMS
} buildableTeam_t;
#define B_HEALTH_BITS 5
#define B_HEALTH_SCALE (float)((1<<B_HEALTH_BITS)-1)
#define B_SPAWNED_TOGGLEBIT 0x00000020
#define B_POWERED_TOGGLEBIT 0x00000040
#define B_DCCED_TOGGLEBIT 0x00000080
// reward sounds (stored in ps->persistant[PERS_PLAYEREVENTS])
#define PLAYEREVENT_DENIEDREWARD 0x0001
#define PLAYEREVENT_GAUNTLETREWARD 0x0002
#define PLAYEREVENT_HOLYSHIT 0x0004
// entityState_t->event values
// entity events are for effects that take place reletive
// to an existing entities origin. Very network efficient.
// two bits at the top of the entityState->event field
// will be incremented with each change in the event so
// that an identical event started twice in a row can
// be distinguished. And off the value with ~EV_EVENT_BITS
// to retrieve the actual event number
#define EV_EVENT_BIT1 0x00000100
#define EV_EVENT_BIT2 0x00000200
#define EV_EVENT_BITS (EV_EVENT_BIT1|EV_EVENT_BIT2)
#define EVENT_VALID_MSEC 300
typedef enum
{
EV_NONE,
EV_FOOTSTEP,
EV_FOOTSTEP_METAL,
EV_FOOTSTEP_SQUELCH,
EV_FOOTSPLASH,
EV_FOOTWADE,
EV_SWIM,
EV_STEP_4,
EV_STEP_8,
EV_STEP_12,
EV_STEP_16,
EV_STEPDN_4,
EV_STEPDN_8,
EV_STEPDN_12,
EV_STEPDN_16,
EV_FALL_SHORT,
EV_FALL_MEDIUM,
EV_FALL_FAR,
EV_FALLING,
EV_JUMP,
EV_WATER_TOUCH, // foot touches
EV_WATER_LEAVE, // foot leaves
EV_WATER_UNDER, // head touches
EV_WATER_CLEAR, // head leaves
EV_NOAMMO,
EV_CHANGE_WEAPON,
EV_FIRE_WEAPON,
EV_FIRE_WEAPON2,
EV_FIRE_WEAPON3,
EV_PLAYER_RESPAWN, //TA: for fovwarp effects
EV_PLAYER_TELEPORT_IN,
EV_PLAYER_TELEPORT_OUT,
EV_GRENADE_BOUNCE, // eventParm will be the soundindex
EV_GENERAL_SOUND,
EV_GLOBAL_SOUND, // no attenuation
EV_BULLET_HIT_FLESH,
EV_BULLET_HIT_WALL,
EV_SHOTGUN,
EV_MISSILE_HIT,
EV_MISSILE_MISS,
EV_MISSILE_MISS_METAL,
EV_TESLATRAIL,
EV_BULLET, // otherEntity is the shooter
EV_LEV1_GRAB,
EV_LEV4_CHARGE_PREPARE,
EV_LEV4_CHARGE_START,
EV_PAIN,
EV_DEATH1,
EV_DEATH2,
EV_DEATH3,
EV_OBITUARY,
EV_GIB_PLAYER, // gib a previously living player
EV_BUILD_CONSTRUCT, //TA
EV_BUILD_DESTROY, //TA
EV_BUILD_DELAY, //TA: can't build yet
EV_BUILD_REPAIR, //TA: repairing buildable
EV_BUILD_REPAIRED, //TA: buildable has full health
EV_HUMAN_BUILDABLE_EXPLOSION,
EV_ALIEN_BUILDABLE_EXPLOSION,
EV_ALIEN_ACIDTUBE,
EV_MEDKIT_USED,
EV_ALIEN_EVOLVE,
EV_ALIEN_EVOLVE_FAILED,
EV_DEBUG_LINE,
EV_STOPLOOPINGSOUND,
EV_TAUNT,
EV_OVERMIND_ATTACK, //TA: overmind under attack
EV_OVERMIND_DYING, //TA: overmind close to death
EV_OVERMIND_SPAWNS, //TA: overmind needs spawns
EV_DCC_ATTACK, //TA: dcc under attack
EV_RPTUSE_SOUND //TA: trigger a sound
} entity_event_t;
typedef enum
{
MN_TEAM,
MN_A_TEAMFULL,
MN_H_TEAMFULL,
//alien stuff
MN_A_CLASS,
MN_A_BUILD,
MN_A_INFEST,
MN_A_HOVEL_OCCUPIED,
MN_A_HOVEL_BLOCKED,
MN_A_NOEROOM,
MN_A_TOOCLOSE,
MN_A_NOOVMND_EVOLVE,
//alien build
MN_A_SPWNWARN,
MN_A_OVERMIND,
MN_A_NOASSERT,
MN_A_NOCREEP,
MN_A_NOOVMND,
MN_A_NOROOM,
MN_A_NORMAL,
MN_A_HOVEL,
MN_A_HOVEL_EXIT,
//human stuff
MN_H_SPAWN,
MN_H_BUILD,
MN_H_ARMOURY,
MN_H_NOSLOTS,
MN_H_NOFUNDS,
MN_H_ITEMHELD,
//human build
MN_H_REPEATER,
MN_H_NOPOWER,
MN_H_NOTPOWERED,
MN_H_NODCC,
MN_H_REACTOR,
MN_H_NOROOM,
MN_H_NORMAL,
MN_H_TNODEWARN,
MN_H_RPTWARN,
MN_H_RPTWARN2
} dynMenu_t;
// animations
typedef enum
{
BOTH_DEATH1,
BOTH_DEAD1,
BOTH_DEATH2,
BOTH_DEAD2,
BOTH_DEATH3,
BOTH_DEAD3,
TORSO_GESTURE,
TORSO_ATTACK,
TORSO_ATTACK2,
TORSO_DROP,
TORSO_RAISE,
TORSO_STAND,
TORSO_STAND2,
LEGS_WALKCR,
LEGS_WALK,
LEGS_RUN,
LEGS_BACK,
LEGS_SWIM,
LEGS_JUMP,
LEGS_LAND,
LEGS_JUMPB,
LEGS_LANDB,
LEGS_IDLE,
LEGS_IDLECR,
LEGS_TURN,
TORSO_GETFLAG,
TORSO_GUARDBASE,
TORSO_PATROL,
TORSO_FOLLOWME,
TORSO_AFFIRMATIVE,
TORSO_NEGATIVE,
MAX_PLAYER_ANIMATIONS,
LEGS_BACKCR,
LEGS_BACKWALK,
FLAG_RUN,
FLAG_STAND,
FLAG_STAND2RUN,
MAX_PLAYER_TOTALANIMATIONS
} playerAnimNumber_t;
// nonsegmented animations
typedef enum
{
NSPA_STAND,
NSPA_GESTURE,
NSPA_WALK,
NSPA_RUN,
NSPA_RUNBACK,
NSPA_CHARGE,
NSPA_RUNLEFT,
NSPA_WALKLEFT,
NSPA_RUNRIGHT,
NSPA_WALKRIGHT,
NSPA_SWIM,
NSPA_JUMP,
NSPA_LAND,
NSPA_JUMPBACK,
NSPA_LANDBACK,
NSPA_TURN,
NSPA_ATTACK1,
NSPA_ATTACK2,
NSPA_ATTACK3,
NSPA_PAIN1,
NSPA_PAIN2,
NSPA_DEATH1,
NSPA_DEAD1,
NSPA_DEATH2,
NSPA_DEAD2,
NSPA_DEATH3,
NSPA_DEAD3,
MAX_NONSEG_PLAYER_ANIMATIONS,
NSPA_WALKBACK,
MAX_NONSEG_PLAYER_TOTALANIMATIONS
} nonSegPlayerAnimNumber_t;
//TA: for buildable animations
typedef enum
{
BANIM_NONE,
BANIM_CONSTRUCT1,
BANIM_CONSTRUCT2,
BANIM_IDLE1,
BANIM_IDLE2,
BANIM_IDLE3,
BANIM_ATTACK1,
BANIM_ATTACK2,
BANIM_SPAWN1,
BANIM_SPAWN2,
BANIM_PAIN1,
BANIM_PAIN2,
BANIM_DESTROY1,
BANIM_DESTROY2,
BANIM_DESTROYED,
MAX_BUILDABLE_ANIMATIONS
} buildableAnimNumber_t;
typedef struct animation_s
{
int firstFrame;
int numFrames;
int loopFrames; // 0 to numFrames
int frameLerp; // msec between frames
int initialLerp; // msec to get to first frame
int reversed; // true if animation is reversed
int flipflop; // true if animation should flipflop back to base
} animation_t;
// flip the togglebit every time an animation
// changes so a restart of the same anim can be detected
#define ANIM_TOGGLEBIT 0x80
#define ANIM_FORCEBIT 0x40
typedef enum
{
TEAM_FREE,
TEAM_SPECTATOR,
TEAM_NUM_TEAMS
} team_t;
// Time between location updates
#define TEAM_LOCATION_UPDATE_TIME 1000
// How many players on the overlay
#define TEAM_MAXOVERLAY 32
//TA: player classes
typedef enum
{
PCL_NONE,
//builder classes
PCL_ALIEN_BUILDER0,
PCL_ALIEN_BUILDER0_UPG,
//offensive classes
PCL_ALIEN_LEVEL0,
PCL_ALIEN_LEVEL1,
PCL_ALIEN_LEVEL1_UPG,
PCL_ALIEN_LEVEL2,
PCL_ALIEN_LEVEL2_UPG,
PCL_ALIEN_LEVEL3,
PCL_ALIEN_LEVEL3_UPG,
PCL_ALIEN_LEVEL4,
//human class
PCL_HUMAN,
PCL_HUMAN_BSUIT,
PCL_NUM_CLASSES
} pClass_t;
//TA: player teams
typedef enum
{
PTE_NONE,
PTE_ALIENS,
PTE_HUMANS,
PTE_NUM_TEAMS
} pTeam_t;
// means of death
typedef enum
{
MOD_UNKNOWN,
MOD_SHOTGUN,
MOD_BLASTER,
MOD_PAINSAW,
MOD_MACHINEGUN,
MOD_CHAINGUN,
MOD_PRIFLE,
MOD_MDRIVER,
MOD_LASGUN,
MOD_LCANNON,
MOD_LCANNON_SPLASH,
MOD_FLAMER,
MOD_FLAMER_SPLASH,
MOD_GRENADE,
MOD_WATER,
MOD_SLIME,
MOD_LAVA,
MOD_CRUSH,
MOD_TELEFRAG,
MOD_FALLING,
MOD_SUICIDE,
MOD_TARGET_LASER,
MOD_TRIGGER_HURT,
MOD_ABUILDER_CLAW,
MOD_LEVEL0_BITE,
MOD_LEVEL1_CLAW,
MOD_LEVEL1_PCLOUD,
MOD_LEVEL3_CLAW,
MOD_LEVEL3_POUNCE,
MOD_LEVEL3_BOUNCEBALL,
MOD_LEVEL2_CLAW,
MOD_LEVEL2_ZAP,
MOD_LEVEL4_CLAW,
MOD_LEVEL4_CHARGE,
MOD_SLOWBLOB,
MOD_POISON,
MOD_SWARM,
MOD_HSPAWN,
MOD_TESLAGEN,
MOD_MGTURRET,
MOD_REACTOR,
MOD_ASPAWN,
MOD_ATUBE,
MOD_OVERMIND
} meansOfDeath_t;
//---------------------------------------------------------
//TA: player class record
typedef struct
{
int classNum;
char *className;
char *humanName;
char *modelName;
float modelScale;
char *skinName;
float shadowScale;
char *hudName;
int stages;
vec3_t mins;
vec3_t maxs;
vec3_t crouchMaxs;
vec3_t deadMins;
vec3_t deadMaxs;
float zOffset;
int viewheight;
int crouchViewheight;
int health;
float fallDamage;
int regenRate;
int abilities;
weapon_t startWeapon;
float buildDist;
int fov;
float bob;
float bobCycle;
int steptime;
float speed;
float acceleration;
float airAcceleration;
float friction;
float stopSpeed;
float jumpMagnitude;
float knockbackScale;
int children[ 3 ];
int cost;
int value;
} classAttributes_t;
typedef struct
{
char modelName[ MAX_QPATH ];
float modelScale;
char skinName[ MAX_QPATH ];
float shadowScale;
char hudName[ MAX_QPATH ];
char humanName[ MAX_STRING_CHARS ];
vec3_t mins;
vec3_t maxs;
vec3_t crouchMaxs;
vec3_t deadMins;
vec3_t deadMaxs;
float zOffset;
} classAttributeOverrides_t;
//stages
typedef enum
{
S1,
S2,
S3
} stage_t;
#define MAX_BUILDABLE_MODELS 4
//TA: buildable item record
typedef struct
{
int buildNum;
char *buildName;
char *humanName;
char *entityName;
char *models[ MAX_BUILDABLE_MODELS ];
float modelScale;
vec3_t mins;
vec3_t maxs;
float zOffset;
trType_t traj;
float bounce;
int buildPoints;
int stages;
int health;
int regenRate;
int splashDamage;
int splashRadius;
int meansOfDeath;
int team;
weapon_t buildWeapon;
int idleAnim;
int nextthink;
int buildTime;
qboolean usable;
int turretRange;
int turretFireSpeed;
weapon_t turretProjType;
float minNormal;
qboolean invertNormal;
qboolean creepTest;
int creepSize;
qboolean dccTest;
qboolean reactorTest;
} buildableAttributes_t;
typedef struct
{
char models[ MAX_BUILDABLE_MODELS ][ MAX_QPATH ];
float modelScale;
vec3_t mins;
vec3_t maxs;
float zOffset;
} buildableAttributeOverrides_t;
//TA: weapon record
typedef struct
{
int weaponNum;
int price;
int stages;
int slots;
char *weaponName;
char *weaponHumanName;
int maxAmmo;
int maxClips;
qboolean infiniteAmmo;
qboolean usesEnergy;
int repeatRate1;
int repeatRate2;
int repeatRate3;
int reloadTime;
qboolean hasAltMode;
qboolean hasThirdMode;
qboolean canZoom;
float zoomFov;
qboolean purchasable;
int buildDelay;
WUTeam_t team;
} weaponAttributes_t;
//TA: upgrade record
typedef struct
{
int upgradeNum;
int price;
int stages;
int slots;
char *upgradeName;
char *upgradeHumanName;
char *icon;
qboolean purchasable;
WUTeam_t team;
} upgradeAttributes_t;
//TA:
void BG_UnpackAmmoArray( int weapon, int psAmmo[ ], int psAmmo2[ ], int *ammo, int *clips );
void BG_PackAmmoArray( int weapon, int psAmmo[ ], int psAmmo2[ ], int ammo, int clips );
qboolean BG_WeaponIsFull( weapon_t weapon, int stats[ ], int psAmmo[ ], int psAmmo2[ ] );
void BG_AddWeaponToInventory( int weapon, int stats[ ] );
void BG_RemoveWeaponFromInventory( int weapon, int stats[ ] );
qboolean BG_InventoryContainsWeapon( int weapon, int stats[ ] );
void BG_AddUpgradeToInventory( int item, int stats[ ] );
void BG_RemoveUpgradeFromInventory( int item, int stats[ ] );
qboolean BG_InventoryContainsUpgrade( int item, int stats[ ] );
void BG_ActivateUpgrade( int item, int stats[ ] );
void BG_DeactivateUpgrade( int item, int stats[ ] );
qboolean BG_UpgradeIsActive( int item, int stats[ ] );
qboolean BG_RotateAxis( vec3_t surfNormal, vec3_t inAxis[ 3 ],
vec3_t outAxis[ 3 ], qboolean inverse, qboolean ceiling );
void BG_PositionBuildableRelativeToPlayer( const playerState_t *ps,
const vec3_t mins, const vec3_t maxs,
void (*trace)( trace_t *, const vec3_t, const vec3_t,
const vec3_t, const vec3_t, int, int ),
vec3_t outOrigin, vec3_t outAngles, trace_t *tr );
int BG_GetValueOfHuman( playerState_t *ps );
int BG_FindBuildNumForName( char *name );
int BG_FindBuildNumForEntityName( char *name );
char *BG_FindNameForBuildable( int bclass );
char *BG_FindHumanNameForBuildable( int bclass );
char *BG_FindEntityNameForBuildable( int bclass );
char *BG_FindModelsForBuildable( int bclass, int modelNum );
float BG_FindModelScaleForBuildable( int bclass );
void BG_FindBBoxForBuildable( int bclass, vec3_t mins, vec3_t maxs );
float BG_FindZOffsetForBuildable( int pclass );
int BG_FindHealthForBuildable( int bclass );
int BG_FindRegenRateForBuildable( int bclass );
trType_t BG_FindTrajectoryForBuildable( int bclass );
float BG_FindBounceForBuildable( int bclass );
int BG_FindBuildPointsForBuildable( int bclass );
qboolean BG_FindStagesForBuildable( int bclass, stage_t stage );
int BG_FindSplashDamageForBuildable( int bclass );
int BG_FindSplashRadiusForBuildable( int bclass );
int BG_FindMODForBuildable( int bclass );
int BG_FindTeamForBuildable( int bclass );
weapon_t BG_FindBuildWeaponForBuildable( int bclass );
int BG_FindAnimForBuildable( int bclass );
int BG_FindNextThinkForBuildable( int bclass );
int BG_FindBuildTimeForBuildable( int bclass );
qboolean BG_FindUsableForBuildable( int bclass );
int BG_FindRangeForBuildable( int bclass );
int BG_FindFireSpeedForBuildable( int bclass );
weapon_t BG_FindProjTypeForBuildable( int bclass );
float BG_FindMinNormalForBuildable( int bclass );
qboolean BG_FindInvertNormalForBuildable( int bclass );
int BG_FindCreepTestForBuildable( int bclass );
int BG_FindCreepSizeForBuildable( int bclass );
int BG_FindDCCTestForBuildable( int bclass );
int BG_FindUniqueTestForBuildable( int bclass );
void BG_InitBuildableOverrides( void );
int BG_FindClassNumForName( char *name );
char *BG_FindNameForClassNum( int pclass );
char *BG_FindHumanNameForClassNum( int pclass );
char *BG_FindModelNameForClass( int pclass );
float BG_FindModelScaleForClass( int pclass );
char *BG_FindSkinNameForClass( int pclass );
float BG_FindShadowScaleForClass( int pclass );
char *BG_FindHudNameForClass( int pclass );
qboolean BG_FindStagesForClass( int pclass, stage_t stage );
void BG_FindBBoxForClass( int pclass, vec3_t mins, vec3_t maxs, vec3_t cmaxs, vec3_t dmins, vec3_t dmaxs );
float BG_FindZOffsetForClass( int pclass );
void BG_FindViewheightForClass( int pclass, int *viewheight, int *cViewheight );
int BG_FindHealthForClass( int pclass );
float BG_FindFallDamageForClass( int pclass );
int BG_FindRegenRateForClass( int pclass );
int BG_FindFovForClass( int pclass );
float BG_FindBobForClass( int pclass );
float BG_FindBobCycleForClass( int pclass );
float BG_FindSpeedForClass( int pclass );
float BG_FindAccelerationForClass( int pclass );
float BG_FindAirAccelerationForClass( int pclass );
float BG_FindFrictionForClass( int pclass );
float BG_FindStopSpeedForClass( int pclass );
float BG_FindJumpMagnitudeForClass( int pclass );
float BG_FindKnockbackScaleForClass( int pclass );
int BG_FindSteptimeForClass( int pclass );
qboolean BG_ClassHasAbility( int pclass, int ability );
weapon_t BG_FindStartWeaponForClass( int pclass );
float BG_FindBuildDistForClass( int pclass );
int BG_ClassCanEvolveFromTo( int fclass, int tclass, int credits, int num );
int BG_FindCostOfClass( int pclass );
int BG_FindValueOfClass( int pclass );
void BG_InitClassOverrides( void );
int BG_FindPriceForWeapon( int weapon );
qboolean BG_FindStagesForWeapon( int weapon, stage_t stage );
int BG_FindSlotsForWeapon( int weapon );
char *BG_FindNameForWeapon( int weapon );
int BG_FindWeaponNumForName( char *name );
char *BG_FindHumanNameForWeapon( int weapon );
char *BG_FindModelsForWeapon( int weapon, int modelNum );
char *BG_FindIconForWeapon( int weapon );
char *BG_FindCrosshairForWeapon( int weapon );
int BG_FindCrosshairSizeForWeapon( int weapon );
void BG_FindAmmoForWeapon( int weapon, int *maxAmmo, int *maxClips );
qboolean BG_FindInfinteAmmoForWeapon( int weapon );
qboolean BG_FindUsesEnergyForWeapon( int weapon );
int BG_FindRepeatRate1ForWeapon( int weapon );
int BG_FindRepeatRate2ForWeapon( int weapon );
int BG_FindRepeatRate3ForWeapon( int weapon );
int BG_FindReloadTimeForWeapon( int weapon );
qboolean BG_WeaponHasAltMode( int weapon );
qboolean BG_WeaponHasThirdMode( int weapon );
qboolean BG_WeaponCanZoom( int weapon );
float BG_FindZoomFovForWeapon( int weapon );
qboolean BG_FindPurchasableForWeapon( int weapon );
int BG_FindBuildDelayForWeapon( int weapon );
WUTeam_t BG_FindTeamForWeapon( int weapon );
int BG_FindPriceForUpgrade( int upgrade );
qboolean BG_FindStagesForUpgrade( int upgrade, stage_t stage );
int BG_FindSlotsForUpgrade( int upgrade );
char *BG_FindNameForUpgrade( int upgrade );
int BG_FindUpgradeNumForName( char *name );
char *BG_FindHumanNameForUpgrade( int upgrade );
char *BG_FindIconForUpgrade( int upgrade );
qboolean BG_FindPurchasableForUpgrade( int upgrade );
WUTeam_t BG_FindTeamForUpgrade( int upgrade );
// content masks
#define MASK_ALL (-1)
#define MASK_SOLID (CONTENTS_SOLID)
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY)
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP)
#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_BODY)
//
// entityState_t->eType
//
typedef enum
{
ET_GENERAL,
ET_PLAYER,
ET_ITEM,
ET_BUILDABLE, //TA: buildable type
ET_MISSILE,
ET_MOVER,
ET_BEAM,
ET_PORTAL,
ET_SPEAKER,
ET_PUSH_TRIGGER,
ET_TELEPORT_TRIGGER,
ET_INVISIBLE,
ET_GRAPPLE, // grapple hooked on wall
ET_CORPSE,
ET_PARTICLE_SYSTEM,
ET_ANIMMAPOBJ,
ET_MODELDOOR,
ET_LIGHTFLARE,
ET_LEV2_ZAP_CHAIN,
ET_EVENTS // any of the EV_* events can be added freestanding
// by setting eType to ET_EVENTS + eventNum
// this avoids having to set eFlags and eventNum
} entityType_t;
void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result );
void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result );
void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );
void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap );
qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
#define ARENAS_PER_TIER 4
#define MAX_ARENAS 1024
#define MAX_ARENAS_TEXT 8192
#define MAX_BOTS 1024
#define MAX_BOTS_TEXT 8192
float atof_neg( char *token, qboolean allowNegative );
int atoi_neg( char *token, qboolean allowNegative );
void BG_ParseCSVEquipmentList( const char *string, weapon_t *weapons, int weaponsSize,
upgrade_t *upgrades, int upgradesSize );
void BG_ParseCSVClassList( const char *string, pClass_t *classes, int classesSize );
void BG_ParseCSVBuildableList( const char *string, buildable_t *buildables, int buildablesSize );
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