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bg_public.h
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bg_public.h
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/*
===========================================================================
Unvanquished GPL Source Code
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2009 Darklegion Development
This file is part of the Unvanquished GPL Source Code (Unvanquished Source Code).
Unvanquished 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.
Unvanquished 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 Unvanquished; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#ifndef BG_PUBLIC_H_
#define BG_PUBLIC_H_
// bg_public.h -- definitions shared by both the server game and client game modules
//==================================================================
//Unvanquished balance header
#include "bg_gameplay.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 "base"
#define DEFAULT_GRAVITY 800
#define VOTE_TIME 30000 // 30 seconds before vote times out
#define MINS_Z -24
#define DEAD_VIEWHEIGHT 4 // height from ground
#define POWER_REFRESH_TIME 2000 // nextthink time for power checks
// player teams
enum team_t
{
TEAM_ALL = -1,
TEAM_NONE,
TEAM_ALIENS,
TEAM_HUMANS,
NUM_TEAMS
};
//
// 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
enum
{
CS_MUSIC = 2,
CS_MESSAGE, // from the map worldspawn's message field
CS_MOTD, // g_motd string for server message of the day
CS_WARMUP, // server time when the match will be restarted
CS_VOTE_TIME, // Vote stuff each needs NUM_TEAMS slots
CS_VOTE_STRING = CS_VOTE_TIME + NUM_TEAMS,
CS_VOTE_YES = CS_VOTE_STRING + NUM_TEAMS,
CS_VOTE_NO = CS_VOTE_YES + NUM_TEAMS,
CS_VOTE_CALLER = CS_VOTE_NO + NUM_TEAMS,
CS_GAME_VERSION = CS_VOTE_CALLER + NUM_TEAMS,
CS_LEVEL_START_TIME, // so the timer only shows the current level
CS_INTERMISSION, // when 1, timelimit has been hit and intermission will start in a second or two
CS_WINNER, // string indicating round winner
CS_SHADERSTATE,
CS_BOTINFO,
CS_CLIENTS_READY,
CS_UNUSED_1,
CS_UNUSED_2,
CS_MODELS,
CS_SOUNDS = CS_MODELS + MAX_MODELS,
CS_SHADERS = CS_SOUNDS + MAX_SOUNDS,
CS_GRADING_TEXTURES = CS_SHADERS + MAX_GAME_SHADERS,
CS_REVERB_EFFECTS = CS_GRADING_TEXTURES + MAX_GRADING_TEXTURES,
CS_PARTICLE_SYSTEMS = CS_REVERB_EFFECTS + MAX_REVERB_EFFECTS,
CS_PLAYERS = CS_PARTICLE_SYSTEMS + MAX_GAME_PARTICLE_SYSTEMS,
CS_OBJECTIVES = CS_PLAYERS + MAX_CLIENTS,
CS_LOCATIONS = CS_OBJECTIVES + MAX_OBJECTIVES,
CS_MAX = CS_LOCATIONS + MAX_LOCATIONS
};
#if CS_MAX > MAX_CONFIGSTRINGS
#error exceeded configstrings: CS_MAX > MAX_CONFIGSTRINGS
#endif
enum gender_t
{
GENDER_MALE,
GENDER_FEMALE,
GENDER_NEUTER
};
/*
===================================================================================
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.
===================================================================================
*/
enum pmtype_t
{
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 alive
PM_DEAD, // no acceleration or turning, but free falling
PM_FREEZE, // stuck in place with no control
PM_INTERMISSION // no movement or status bar
};
// pmtype_t categories
#define PM_Paralyzed( x ) ( ( x ) == PM_DEAD || ( x ) == PM_FREEZE || ( x ) == PM_INTERMISSION )
#define PM_Live( x ) ( ( x ) == PM_NORMAL || ( x ) == PM_GRABBED )
enum weaponstate_t
{
WEAPON_READY,
WEAPON_RAISING,
WEAPON_DROPPING,
WEAPON_FIRING,
WEAPON_RELOADING,
WEAPON_NEEDS_RESET,
};
// pmove->pm_flags
#define PMF_DUCKED 0x000001
#define PMF_JUMP_HELD 0x000002
#define PMF_CROUCH_HELD 0x000004
#define PMF_BACKWARDS_JUMP 0x000008 // go into backwards land
#define PMF_BACKWARDS_RUN 0x000010 // coast down to backwards run
#define PMF_JUMPED 0x000020 // whether we entered the air with a jump
#define PMF_TIME_KNOCKBACK 0x000040 // pm_time is an air-accelerate only time
#define PMF_TIME_WATERJUMP 0x000080 // pm_time is waterjump
#define PMF_RESPAWNED 0x000100 // clear after attack and jump buttons come up
#define PMF_USE_ITEM_HELD 0x000200
#define PMF_WEAPON_RELOAD 0x000400 // force a weapon switch
#define PMF_FOLLOW 0x000800 // spectate following another player
#define PMF_QUEUED 0x001000 // player is queued
#define PMF_TIME_WALLJUMP 0x002000 // for limiting wall jumping
#define PMF_CHARGE 0x004000 // keep track of pouncing
#define PMF_WEAPON_SWITCH 0x008000 // force a weapon switch
#define PMF_SPRINTHELD 0x010000
#define PMF_ALL_TIMES ( PMF_TIME_WATERJUMP | PMF_TIME_KNOCKBACK | PMF_TIME_WALLJUMP )
struct pmoveExt_t
{
int pouncePayload;
vec3_t fallImpactVelocity;
};
#define MAXTOUCH 32
struct pmove_t
{
// state (in / out)
playerState_t *ps;
pmoveExt_t *pmext;
// command (in)
usercmd_t cmd;
int tracemask; // collide against these types of surfaces
int debugLevel; // if set, diagnostic output will be printed
bool noFootsteps; // if the game is setup for no footsteps by the server
bool autoWeaponHit[ 32 ];
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
bool pmove_fixed;
int pmove_msec;
// don't round velocity to an integer
int pmove_accurate;
// 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 skipmask );
int ( *pointcontents )( const vec3_t point, int passEntityNum );
};
// 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
// netcode has space for 16 stats
enum statIndex_t
{
STAT_HEALTH,
STAT_ITEMS,
STAT_ACTIVEITEMS,
STAT_WEAPON, // current primary weapon
STAT_MAX_HEALTH, // health limit
STAT_CLASS, // player class
STAT_STATE2, // more client states
STAT_STAMINA, // humans: stamina
STAT_STATE, // client states
STAT_MISC, // aliens: pounce, trample; humans: lcannon
STAT_BUILDABLE, // ghost model to display for building
STAT_FALLDIST, // distance the player fell
STAT_VIEWLOCK, // direction to lock the view in
STAT_PREDICTION, // predictions for current player action
STAT_FUEL, // humans: jetpack fuel
STAT_TAGSCORE // tagging progress
};
#define SCA_WALLCLIMBER 0x00000001
#define SCA_TAKESFALLDAMAGE 0x00000002
#define SCA_CANZOOM 0x00000004
#define SCA_FOVWARPS 0x00000008
#define SCA_ALIENSENSE 0x00000010
#define SCA_CANUSELADDERS 0x00000020
#define SCA_WALLJUMPER 0x00000040
#define SCA_WALLRUNNER 0x00000080
#define SCA_SLIDER 0x00000100
// STAT_STATE fields. 16 bit available
#define SS_WALLCLIMBING BIT(0)
#define SS_CREEPSLOWED BIT(1)
#define SS_SPEEDBOOST BIT(2)
#define SS_UNUSED_1 BIT(3)
#define SS_BLOBLOCKED BIT(4)
#define SS_POISONED BIT(5)
#define SS_BOOSTED BIT(6)
#define SS_BOOSTEDNEW BIT(7) // booster recharged // TODO: Unnecessary, remove
#define SS_BOOSTEDWARNING BIT(8) // booster poison is running out // TODO: Unnecessary, remove
#define SS_SLOWLOCKED BIT(9)
#define SS_CHARGING BIT(10)
#define SS_HEALING_2X BIT(11) // humans: medistation
#define SS_HEALING_4X BIT(12) // humans: medikit active
#define SS_HEALING_8X BIT(13)
#define SS_SLIDING BIT(14)
// STAT_STATE2 fields. 16 bit available
#define SS2_JETPACK_ENABLED BIT(0) // whether jets/wings are extended
#define SS2_JETPACK_WARM BIT(1) // whether we can start a thrust
#define SS2_JETPACK_ACTIVE BIT(2) // whether we are thrusting
#define SS2_LEVEL1SLOW BIT(3) // hit and slowed by a Mantis attack
// has to fit into 16 bits
#define SB_BUILDABLE_MASK 0x00FF
#define SB_BUILDABLE_STATE_MASK 0xFF00
#define SB_BUILDABLE_STATE_SHIFT 8
#define SB_BUILDABLE_FROM_IBE(x) ( ( x ) << SB_BUILDABLE_STATE_SHIFT )
#define SB_BUILDABLE_TO_IBE(x) ( ( ( x ) & SB_BUILDABLE_STATE_MASK ) >> SB_BUILDABLE_STATE_SHIFT )
enum itemBuildError_t
{
IBE_NONE, // no error, can build
IBE_NOOVERMIND, // no overmind present
IBE_ONEOVERMIND, // may not build two overminds
IBE_NOALIENBP, // not enough build points (aliens)
IBE_NOREACTOR, // not enough power in this area and no reactor present
IBE_ONEREACTOR, // may not build two reactors
IBE_NOHUMANBP, // not enough build points (humans)
IBE_NORMAL, // surface is too steep
IBE_NOROOM, // no room
IBE_SURFACE, // map doesn't allow building on that surface
IBE_DISABLED, // building has been disabled for team
IBE_LASTSPAWN, // may not replace last spawn with non-spawn
IBE_MAINSTRUCTURE, // may not replace main structure with other buildable
IBE_MAXERRORS
};
// player_state->persistent[] indexes
// these fields are the only part of player_state that isn't
// cleared on respawn
enum persEnum_t
{
PERS_SCORE, // !!! MUST NOT CHANGE, SERVER AND GAME BOTH REFERENCE !!!
PERS_MOMENTUM, // the total momentum of a team
PERS_SPAWNQUEUE, // number of spawns and position in spawn queue
PERS_SPECSTATE,
PERS_SPAWN_COUNT, // incremented every respawn
PERS_TEAM, // persistant team selection
PERS_STATE,
PERS_CREDIT, // human credit
PERS_UNLOCKABLES, // status of unlockable items of a team
PERS_NEWWEAPON, // weapon to switch to
PERS_SPENTBUDGET,
PERS_MARKEDBUDGET,
PERS_TOTALBUDGET,
PERS_QUEUEDBUDGET
// netcode has space for 2 more. TODO: extend
};
#define PS_WALLCLIMBINGFOLLOW 0x00000001
#define PS_WALLCLIMBINGTOGGLE 0x00000002
#define PS_NONSEGMODEL 0x00000004
#define PS_SPRINTTOGGLE 0x00000008
// entityState_t->eFlags
// notice that some flags are overlapped, so their meaning depends on context
#define EF_DEAD 0x0001 // don't draw a foe marker over players with EF_DEAD
#define EF_TELEPORT_BIT 0x0002 // toggled every time the origin abruptly changes
#define EF_PLAYER_EVENT 0x0004 // only used for eType > ET_EVENTS
// for missiles:
#define EF_BOUNCE 0x0008 // for missiles
#define EF_BOUNCE_HALF 0x0010 // for missiles
#define EF_NO_BOUNCE_SOUND 0x0020 // for missiles
// buildable flags:
#define EF_B_SPAWNED 0x0008
#define EF_B_POWERED 0x0010
#define EF_B_MARKED 0x0020
#define EF_B_ONFIRE 0x0040
#define EF_B_LOCKON 0x0080
// for players
#define EF_UNUSED_1 0x0010 // UNUSED
#define EF_WARN_CHARGE 0x0020 // Lucifer Cannon is about to overcharge
#define EF_WALLCLIMB 0x0040 // wall walking
#define EF_WALLCLIMBCEILING 0x0080 // wall walking ceiling hack
#define EF_NODRAW 0x0100 // may have an event, but no model (unspawned items)
#define EF_FIRING 0x0200 // for lightning gun
#define EF_FIRING2 0x0400 // alt fire
#define EF_FIRING3 0x0800 // third fire
#define EF_MOVER_STOP 0x1000 // will push otherwise
#define EF_UNUSED_2 0x2000 // UNUSED
#define EF_CONNECTION 0x4000 // draw a connection trouble sprite
#define EF_BLOBLOCKED 0x8000 // caught by a trapper
// entityState_t->modelIndex2 "public flags" when used for client entities
#define PF_JETPACK_ENABLED BIT(0)
#define PF_JETPACK_ACTIVE BIT(1)
// for beacons:
#define EF_BC_DYING BIT(3) // beacon is fading out
#define EF_BC_ENEMY BIT(4) // entity/base is from the enemy
#define EF_BC_TAG_PLAYER BIT(5) // entity is a player
#define EF_BC_BASE_OUTPOST BIT(6) // base is an outpost
#define EF_BC_TAG_RELEVANT (EF_BC_ENEMY|EF_BC_TAG_PLAYER) // relevant flags for tags
#define EF_BC_BASE_RELEVANT (EF_BC_ENEMY|EF_BC_BASE_OUTPOST) // relevant flags for bases
enum weaponMode_t
{
WPM_NONE,
WPM_PRIMARY,
WPM_SECONDARY,
WPM_TERTIARY,
WPM_NOTFIRING,
WPM_NUM_WEAPONMODES
};
enum weapon_t
{
WP_NONE,
WP_ALEVEL0,
WP_ALEVEL1,
WP_ALEVEL2,
WP_ALEVEL2_UPG,
WP_ALEVEL3,
WP_ALEVEL3_UPG,
WP_ALEVEL4,
// there is some ugly code that assumes WP_BLASTER is the first human weapon
WP_BLASTER,
WP_MACHINEGUN,
WP_PAIN_SAW,
WP_SHOTGUN,
WP_LAS_GUN,
WP_MASS_DRIVER,
WP_CHAINGUN,
WP_FLAMER,
WP_PULSE_RIFLE,
WP_LUCIFER_CANNON,
WP_LOCKBLOB_LAUNCHER,
WP_HIVE,
WP_ROCKETPOD,
WP_MGTURRET,
// build weapons must remain in a block ← I'm not asking why but I can imagine
WP_ABUILD,
WP_ABUILD2,
WP_HBUILD,
WP_NUM_WEAPONS
};
enum upgrade_t
{
UP_NONE,
UP_LIGHTARMOUR,
UP_MEDIUMARMOUR,
UP_BATTLESUIT,
UP_RADAR,
UP_JETPACK,
UP_GRENADE,
UP_FIREBOMB,
UP_MEDKIT,
UP_NUM_UPGRADES
};
enum missile_t
{
MIS_NONE,
MIS_FLAMER,
MIS_BLASTER,
MIS_PRIFLE,
MIS_LCANNON,
MIS_LCANNON2,
MIS_GRENADE,
MIS_FIREBOMB,
MIS_FIREBOMB_SUB,
MIS_HIVE,
MIS_LOCKBLOB,
MIS_SLOWBLOB,
MIS_BOUNCEBALL,
MIS_ROCKET,
MIS_SPIKER,
MIS_NUM_MISSILES
};
// 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
#define SLOT_GRENADE 0x00000080
// NOTE: manually update AIEntity_t if you edit this enum (TODO: get rid of this task)
enum buildable_t
{
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_LEECH,
BA_A_SPIKER,
BA_H_SPAWN,
BA_H_MGTURRET,
BA_H_ROCKETPOD,
BA_H_ARMOURY,
BA_H_MEDISTAT,
BA_H_DRILL,
BA_H_REACTOR,
BA_NUM_BUILDABLES
};
// entityState_t->event values
// entity events are for effects that take place relative
// to an existing entity's 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
const char *BG_EventName( int num );
enum entity_event_t
{
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_JETPACK_ENABLE, // enable jets
EV_JETPACK_DISABLE, // disable jets
EV_JETPACK_IGNITE, // ignite engine
EV_JETPACK_START, // start thrusting
EV_JETPACK_STOP, // stop thrusting
EV_NOAMMO,
EV_CHANGE_WEAPON,
EV_FIRE_WEAPON,
EV_FIRE_WEAPON2,
EV_FIRE_WEAPON3,
EV_WEAPON_RELOAD,
EV_PLAYER_RESPAWN, // for fovwarp effects
EV_PLAYER_TELEPORT_IN,
EV_PLAYER_TELEPORT_OUT,
EV_GRENADE_BOUNCE, // eventParm will be the soundindex
EV_GENERAL_SOUND,
EV_GLOBAL_SOUND, // no attenuation
EV_WEAPON_HIT_ENTITY,
EV_WEAPON_HIT_ENVIRONMENT,
EV_SHOTGUN,
EV_MASS_DRIVER,
EV_MISSILE_HIT_ENTITY,
EV_MISSILE_HIT_ENVIRONMENT,
EV_MISSILE_HIT_METAL, // necessary?
EV_TESLATRAIL,
EV_BULLET, // otherEntity is the shooter
EV_LEV4_TRAMPLE_PREPARE,
EV_LEV4_TRAMPLE_START,
EV_PAIN,
EV_DEATH1,
EV_DEATH2,
EV_DEATH3,
EV_OBITUARY,
EV_GIB_PLAYER,
EV_BUILD_CONSTRUCT,
EV_BUILD_DESTROY,
EV_BUILD_DELAY, // can't build yet
EV_BUILD_REPAIR, // repairing buildable
EV_BUILD_REPAIRED, // buildable has full health
EV_HUMAN_BUILDABLE_DYING,
EV_HUMAN_BUILDABLE_EXPLOSION,
EV_ALIEN_BUILDABLE_EXPLOSION,
EV_ALIEN_ACIDTUBE,
EV_ALIEN_BOOSTER,
EV_MEDKIT_USED,
EV_ALIEN_EVOLVE,
EV_ALIEN_EVOLVE_FAILED,
EV_STOPLOOPINGSOUND,
EV_TAUNT,
EV_NO_SPAWNS,
EV_MAIN_UNDER_ATTACK,
EV_MAIN_DYING,
EV_WARN_ATTACK, // a building has been destroyed and the destruction noticed by a nearby om/rc/rrep
EV_MGTURRET_SPINUP, // turret spinup sound should play
EV_AMMO_REFILL, // ammo for clipless weapon has been refilled
EV_CLIPS_REFILL, // weapon clips have been refilled
EV_FUEL_REFILL, // jetpack fuel has been refilled
EV_HIT, // notify client of a hit
EV_MOMENTUM // notify client of generated momentum
};
enum dynMenu_t
{
MN_NONE,
MN_WELCOME,
MN_TEAM,
MN_A_TEAMFULL,
MN_H_TEAMFULL,
MN_A_TEAMLOCKED,
MN_H_TEAMLOCKED,
MN_PLAYERLIMIT,
MN_WARMUP,
// cmd stuff
MN_CMD_CHEAT,
MN_CMD_CHEAT_TEAM,
MN_CMD_TEAM,
MN_CMD_SPEC,
MN_CMD_ALIEN,
MN_CMD_HUMAN,
MN_CMD_ALIVE,
//alien stuff
MN_A_CLASS,
MN_A_BUILD,
MN_A_INFEST,
MN_A_NOEROOM,
MN_A_TOOCLOSE,
MN_A_NOOVMND_EVOLVE,
MN_A_EVOLVEBUILDTIMER,
MN_A_CANTEVOLVE,
MN_A_EVOLVEWALLWALK,
MN_A_UNKNOWNCLASS,
MN_A_CLASSNOTSPAWN,
MN_A_CLASSNOTALLOWED,
MN_A_CLASSLOCKED,
//shared build
MN_B_NOROOM,
MN_B_NORMAL,
MN_B_CANNOT,
MN_B_LASTSPAWN,
MN_B_MAINSTRUCTURE,
MN_B_DISABLED,
MN_B_REVOKED,
MN_B_SURRENDER,
//alien build
MN_A_ONEOVERMIND,
MN_A_NOBP,
MN_A_NOOVMND,
//human stuff
MN_H_SPAWN,
MN_H_BUILD,
MN_H_ARMOURY,
MN_H_UNKNOWNITEM,
MN_H_NOSLOTS,
MN_H_NOFUNDS,
MN_H_ITEMHELD,
MN_H_NOARMOURYHERE,
MN_H_NOENERGYAMMOHERE,
MN_H_NOROOMARMOURCHANGE,
MN_H_ARMOURYBUILDTIMER,
MN_H_DEADTOCLASS,
MN_H_UNKNOWNSPAWNITEM,
//human buildables
MN_H_NOREACTOR,
MN_H_NOBP,
MN_H_NOTPOWERED,
MN_H_ONEREACTOR
};
// animations
enum playerAnimNumber_t
{
BOTH_DEATH1,
BOTH_DEAD1,
BOTH_DEATH2,
BOTH_DEAD2,
BOTH_DEATH3,
BOTH_DEAD3,
TORSO_GESTURE_BLASTER,
TORSO_GESTURE,
TORSO_GESTURE_PSAW,
TORSO_GESTURE_SHOTGUN,
TORSO_GESTURE_LGUN,
TORSO_GESTURE_MDRIVER,
TORSO_GESTURE_CHAINGUN,
TORSO_GESTURE_PRIFLE,
TORSO_GESTURE_FLAMER,
TORSO_GESTURE_LUCI,
TORSO_GESTURE_CKIT,
TORSO_RALLY,
TORSO_ATTACK_BLASTER,
TORSO_ATTACK_PSAW,
TORSO_ATTACK,
TORSO_DROP,
TORSO_RAISE,
TORSO_STAND,
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
};
// nonsegmented animations
enum nonSegPlayerAnimNumber_t
{
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
};
// for buildable animations
enum buildableAnimNumber_t
{
BANIM_NONE,
BANIM_IDLE1, // inactive idle
BANIM_IDLE2, // active idle
BANIM_POWERDOWN, // BANIM_IDLE1 -> BANIM_IDLE_UNPOWERED
BANIM_IDLE_UNPOWERED,
BANIM_CONSTRUCT, // -> BANIM_IDLE1
BANIM_POWERUP, // BANIM_IDLE_UNPOWERED -> BANIM_IDLE1
BANIM_ATTACK1,
BANIM_ATTACK2,
BANIM_SPAWN1,
BANIM_SPAWN2,
BANIM_PAIN1,
BANIM_PAIN2,
BANIM_DESTROY, // BANIM_IDLE1 -> BANIM_DESTROYED
BANIM_DESTROY_UNPOWERED, // BANIM_IDLE_UNPOWERED -> BANIM_DESTROYED
BANIM_DESTROYED,
BANIM_DESTROYED_UNPOWERED,
MAX_BUILDABLE_ANIMATIONS
};
enum weaponAnimNumber_t
{
WANIM_NONE,
WANIM_IDLE,
WANIM_DROP,
WANIM_RELOAD,
WANIM_RAISE,
WANIM_ATTACK1,
WANIM_ATTACK2,
WANIM_ATTACK3,
WANIM_ATTACK4,
WANIM_ATTACK5,
WANIM_ATTACK6,
WANIM_ATTACK7,
WANIM_ATTACK8,
MAX_WEAPON_ANIMATIONS
};
struct animation_t
{
qhandle_t handle;
bool clearOrigin;
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
};
// 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
// Time between location updates
#define TEAM_LOCATION_UPDATE_TIME 500
// player classes
enum class_t
{
PCL_NONE,
//builder classes
PCL_ALIEN_BUILDER0,
PCL_ALIEN_BUILDER0_UPG,
//offensive classes
PCL_ALIEN_LEVEL0,
PCL_ALIEN_LEVEL1,
PCL_ALIEN_LEVEL2,
PCL_ALIEN_LEVEL2_UPG,
PCL_ALIEN_LEVEL3,
PCL_ALIEN_LEVEL3_UPG,
PCL_ALIEN_LEVEL4,
//human class
PCL_HUMAN_NAKED,
PCL_HUMAN_LIGHT,
PCL_HUMAN_MEDIUM,
PCL_HUMAN_BSUIT,
PCL_NUM_CLASSES
};
// convenience bitmasks
#define PCL_ALIEN_CLASSES ( ( 1 << PCL_HUMAN_NAKED ) - ( 1 << PCL_ALIEN_BUILDER0 ) )
#define PCL_HUMAN_CLASSES ( ( 1 << PCL_NUM_CLASSES ) - ( 1 << PCL_HUMAN_NAKED ) )
#define PCL_ALL_CLASSES ( PCL_ALIEN_CLASSES | PCL_HUMAN_CLASSES )
// spectator state
enum spectatorState_t
{
SPECTATOR_NOT,
SPECTATOR_FREE,
SPECTATOR_LOCKED,
SPECTATOR_FOLLOW,
SPECTATOR_SCOREBOARD
};
// modes of text communication
enum saymode_t
{
SAY_ALL,
SAY_TEAM,
SAY_PRIVMSG,
SAY_TPRIVMSG,
SAY_AREA,
SAY_AREA_TEAM,
SAY_ADMINS,
SAY_ADMINS_PUBLIC,
SAY_RAW,
SAY_ALL_ADMIN,
SAY_ALL_ME,
SAY_TEAM_ME,
SAY_DEFAULT = 99
};
// means of death
// keep modNames[] in g_combat.c in sync with this list!
// keep bg_meansOfDeathData[] in bg_misc.c in sync, too!
// TODO: Get rid of the former and use the latter instead
enum meansOfDeath_t
{
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_BURN,
MOD_GRENADE,
MOD_FIREBOMB,
MOD_WEIGHT_H,
MOD_WATER,
MOD_SLIME,
MOD_LAVA,
MOD_CRUSH,
MOD_TELEFRAG,
MOD_FALLING,
MOD_SUICIDE,
MOD_TARGET_LASER,
MOD_TRIGGER_HURT,
MOD_ABUILDER_CLAW,