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- #ifndef __WP_SABER_H
- #define __WP_SABER_H
- #define ARMOR_EFFECT_TIME 500
- #define JSF_AMBUSH 16 //ambusher Jedi
- //saberEventFlags
- #define SEF_HITENEMY 0x1 //Hit the enemy
- #define SEF_HITOBJECT 0x2 //Hit some other object
- #define SEF_HITWALL 0x4 //Hit a wall
- #define SEF_PARRIED 0x8 //Parried a saber swipe
- #define SEF_DEFLECTED 0x10 //Deflected a missile or saberInFlight
- #define SEF_BLOCKED 0x20 //Was blocked by a parry
- #define SEF_EVENTS (SEF_HITENEMY|SEF_HITOBJECT|SEF_HITWALL|SEF_PARRIED|SEF_DEFLECTED|SEF_BLOCKED)
- #define SEF_LOCKED 0x40 //Sabers locked with someone else
- #define SEF_INWATER 0x80 //Saber is in water
- #define SEF_LOCK_WON 0x100 //Won a saberLock
- //saberEntityState
- #define SES_LEAVING 1
- #define SES_HOVERING 2
- #define SES_RETURNING 3
- #define SABER_EXTRAPOLATE_DIST 16.0f
- #define SABER_MAX_DIST 400.0f
- #define SABER_MAX_DIST_SQUARED (SABER_MAX_DIST*SABER_MAX_DIST)
- #define FORCE_POWER_MAX 100
- #define SABER_REFLECT_MISSILE_CONE 0.2f
- #define SABER_RADIUS_STANDARD 3.0f
- #define SABER_LOCK_TIME 10000
- #define SABER_LOCK_DELAYED_TIME 9500
- typedef enum
- {
- LOCK_VICTORY = 0,//one side won
- LOCK_STALEMATE,//neither side won
- LOCK_DRAW//both people fall back
- } saberLockResult_t;
- typedef enum
- {
- LOCK_FIRST = 0,
- LOCK_TOP = LOCK_FIRST,
- LOCK_DIAG_TR,
- LOCK_DIAG_TL,
- LOCK_DIAG_BR,
- LOCK_DIAG_BL,
- LOCK_R,
- LOCK_L,
- LOCK_RANDOM,
- LOCK_KYLE_GRAB1,
- LOCK_KYLE_GRAB2,
- LOCK_KYLE_GRAB3,
- LOCK_FORCE_DRAIN
- } sabersLockMode_t;
- typedef enum
- {
- SABERLOCK_TOP,
- SABERLOCK_SIDE,
- SABERLOCK_LOCK,
- SABERLOCK_BREAK,
- SABERLOCK_SUPERBREAK,
- SABERLOCK_WIN,
- SABERLOCK_LOSE
- };
- typedef enum
- {
- DIR_RIGHT,
- DIR_LEFT,
- DIR_FRONT,
- DIR_BACK
- };
- #define FORCE_LIGHTSIDE 1
- #define FORCE_DARKSIDE 2
- #define MAX_FORCE_HEAL_HARD 25
- #define MAX_FORCE_HEAL_MEDIUM 50
- #define MAX_FORCE_HEAL_EASY 75
- #define FORCE_HEAL_INTERVAL 200//FIXME: maybe level 1 is slower or level 2 is faster?
- #define FORCE_GRIP_3_MIN_DIST 128.0f
- #define FORCE_GRIP_3_MAX_DIST 256.0f
- #define FORCE_GRIP_DIST 512.0f//FIXME: vary by power level?
- #define FORCE_GRIP_DIST_SQUARED (FORCE_GRIP_DIST*FORCE_GRIP_DIST)
- #define FORCE_DRAIN_DIST 64.0f//FIXME: vary by power level?
- #define FORCE_DRAIN_DIST_SQUARED (FORCE_DRAIN_DIST*FORCE_DRAIN_DIST)
- #define MAX_DRAIN_DISTANCE 512
- #define MIN_SABERBLADE_DRAW_LENGTH 0.5f
- #define STAFF_KICK_RANGE 16
- #define JUMP_OFF_WALL_SPEED 200.0f
- #define FORCE_LONG_LEAP_SPEED 475.0f//300
- //#define DUAL_SPIN_PROTECT_POWER 50 //power required to do the dual spin attack
- //#define SINGLE_SPECIAL_POWER 20 //power required to do the single saber special attacks
- #define SABER_ALT_ATTACK_POWER 50//75?
- #define SABER_ALT_ATTACK_POWER_LR 10//30?
- #define SABER_ALT_ATTACK_POWER_FB 25//30/50?
- #define FORCE_LONGJUMP_POWER 20
- #define WALL_RUN_UP_BACKFLIP_SPEED -150.0f//was -300.0f
- #define MAX_WALL_RUN_Z_NORMAL 0.4f//was 0.0f
- #define PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME 4000 //player stays down after a knockdown for 4 whole seconds before automatically doing one of the slow get-ups
- #define MAX_WALL_GRAB_SLOPE 0.2f
- //"Matrix" effect flags
- #define MEF_NO_TIMESCALE 0x000001 //no timescale
- #define MEF_NO_VERTBOB 0x000002 //no vert bob
- #define MEF_NO_SPIN 0x000004 //no spin
- #define MEF_NO_RANGEVAR 0x000008 //no camera range variation
- #define MEF_HIT_GROUND_STOP 0x000010 //stop effect when subject hits the ground
- #define MEF_REVERSE_SPIN 0x000020 //spin counter-clockwise instead of clockwise
- #define MEF_MULTI_SPIN 0x000040 //spin once every second, until the effect stops
- #define MEF_LOOK_AT_ENEMY 0x000200
- extern float forceJumpStrength[];
- extern float forceJumpHeight[];
- extern float forceJumpHeightMax[];
- extern float forcePushPullRadius[];
- extern void ForceSpeed( gentity_t *self, int duration = 0 );
- extern float forceSpeedValue[];
- extern float forceSpeedRangeMod[];
- extern float forceSpeedFOVMod[];
- #define FORCE_SPEED_DURATION 10000.0f
- #define FORCE_RAGE_DURATION 10000.0f
- #define MASK_FORCE_PUSH (MASK_OPAQUE|CONTENTS_SOLID)
- typedef enum
- {
- FORCE_LEVEL_0,
- FORCE_LEVEL_1,
- FORCE_LEVEL_2,
- FORCE_LEVEL_3,
- NUM_FORCE_POWER_LEVELS
- };
- #define FORCE_LEVEL_4 (FORCE_LEVEL_3+1)
- #define FORCE_LEVEL_5 (FORCE_LEVEL_4+1)
- typedef enum
- {
- FJ_FORWARD,
- FJ_BACKWARD,
- FJ_RIGHT,
- FJ_LEFT,
- FJ_UP
- };
- #define FORCE_JUMP_CHARGE_TIME 1000.0f //Force jump reaches maximum power in one second
- #define FORCE_POWERS_ROSH_FROM_TWINS ((1<<FP_SPEED)|(1<<FP_GRIP)|(1<<FP_RAGE)|(1<<FP_SABERTHROW))
- extern void WP_InitForcePowers( gentity_t *ent );
- extern int WP_GetVelocityForForceJump( gentity_t *self, vec3_t jumpVel, usercmd_t *ucmd );
- extern int WP_SaberInitBladeData( gentity_t *ent );
- extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel, int boltNum, int weaponNum );
- extern void WP_SaberAddG2SaberModels( gentity_t *ent, int specificSaberNum = -1 );
- extern qboolean WP_SaberParseParms( const char *SaberName, saberInfo_t *saber, qboolean setColors = qtrue );
- extern qboolean WP_BreakSaber( gentity_t *ent, const char *surfName, saberType_t saberType = SABER_NONE );
- extern void ForceThrow( gentity_t *self, qboolean pull, qboolean fake = qfalse );
- extern qboolean G_GetHitLocFromSurfName( gentity_t *ent, const char *surfName, int *hitLoc, vec3_t point, vec3_t dir, vec3_t bladeDir, int mod, saberType_t saberType = SABER_NONE );
- extern qboolean G_CheckEnemyPresence( gentity_t *ent, int dir, float radius, float tolerance = 0.75f );
- extern void WP_SaberFreeStrings( saberInfo_t &saber );
- extern qboolean G_EnoughPowerForSpecialMove( int forcePower, int cost, qboolean kataMove = qfalse );
- extern void G_DrainPowerForSpecialMove( gentity_t *self, forcePowers_t fp, int cost, qboolean kataMove = qfalse );
- extern int G_CostForSpecialMove( int cost, qboolean kataMove = qfalse );
- typedef enum
- {
- EVASION_NONE = 0,
- EVASION_PARRY,
- EVASION_DUCK_PARRY,
- EVASION_JUMP_PARRY,
- EVASION_DODGE,
- EVASION_JUMP,
- EVASION_DUCK,
- EVASION_FJUMP,
- EVASION_CARTWHEEL,
- EVASION_OTHER,
- NUM_EVASION_TYPES
- } evasionType_t;
- typedef enum
- {
- SWING_FAST,
- SWING_MEDIUM,
- SWING_STRONG
- } swingType_t;
- // Okay, here lies the much-dreaded Pat-created FSM movement chart... Heretic II strikes again!
- // Why am I inflicting this on you? Well, it's better than hardcoded states.
- // Ideally this will be replaced with an external file or more sophisticated move-picker
- // once the game gets out of prototype stage. <- HAHA!
- #ifdef LS_NONE
- #undef LS_NONE
- #endif
- typedef enum {
- // Invalid, or saber not armed
- LS_INVALID = -1,
- LS_NONE = 0,
- // General movements with saber
- LS_READY,
- LS_DRAW,
- LS_PUTAWAY,
- // Attacks
- LS_A_TL2BR,//4
- LS_A_L2R,
- LS_A_BL2TR,
- LS_A_BR2TL,
- LS_A_R2L,
- LS_A_TR2BL,
- LS_A_T2B,
- LS_A_BACKSTAB,
- LS_A_BACK,
- LS_A_BACK_CR,
- LS_ROLL_STAB,
- LS_A_LUNGE,
- LS_A_JUMP_T__B_,
- LS_A_FLIP_STAB,
- LS_A_FLIP_SLASH,
- LS_JUMPATTACK_DUAL,
- LS_JUMPATTACK_ARIAL_LEFT,
- LS_JUMPATTACK_ARIAL_RIGHT,
- LS_JUMPATTACK_CART_LEFT,
- LS_JUMPATTACK_CART_RIGHT,
- LS_JUMPATTACK_STAFF_LEFT,
- LS_JUMPATTACK_STAFF_RIGHT,
- LS_BUTTERFLY_LEFT,
- LS_BUTTERFLY_RIGHT,
- LS_A_BACKFLIP_ATK,
- LS_SPINATTACK_DUAL,
- LS_SPINATTACK,
- LS_LEAP_ATTACK,
- LS_SWOOP_ATTACK_RIGHT,
- LS_SWOOP_ATTACK_LEFT,
- LS_TAUNTAUN_ATTACK_RIGHT,
- LS_TAUNTAUN_ATTACK_LEFT,
- LS_KICK_F,
- LS_KICK_B,
- LS_KICK_R,
- LS_KICK_L,
- LS_KICK_S,
- LS_KICK_BF,
- LS_KICK_RL,
- LS_KICK_F_AIR,
- LS_KICK_B_AIR,
- LS_KICK_R_AIR,
- LS_KICK_L_AIR,
- LS_STABDOWN,
- LS_STABDOWN_STAFF,
- LS_STABDOWN_DUAL,
- LS_DUAL_SPIN_PROTECT,
- LS_STAFF_SOULCAL,
- LS_A1_SPECIAL,
- LS_A2_SPECIAL,
- LS_A3_SPECIAL,
- LS_UPSIDE_DOWN_ATTACK,
- LS_PULL_ATTACK_STAB,
- LS_PULL_ATTACK_SWING,
- LS_SPINATTACK_ALORA,
- LS_DUAL_FB,
- LS_DUAL_LR,
- LS_HILT_BASH,
- //starts
- LS_S_TL2BR,//26
- LS_S_L2R,
- LS_S_BL2TR,//# Start of attack chaining to SLASH LR2UL
- LS_S_BR2TL,//# Start of attack chaining to SLASH LR2UL
- LS_S_R2L,
- LS_S_TR2BL,
- LS_S_T2B,
- //returns
- LS_R_TL2BR,//33
- LS_R_L2R,
- LS_R_BL2TR,
- LS_R_BR2TL,
- LS_R_R2L,
- LS_R_TR2BL,
- LS_R_T2B,
- //transitions
- LS_T1_BR__R,//40
- LS_T1_BR_TR,
- LS_T1_BR_T_,
- LS_T1_BR_TL,
- LS_T1_BR__L,
- LS_T1_BR_BL,
- LS_T1__R_BR,//46
- LS_T1__R_TR,
- LS_T1__R_T_,
- LS_T1__R_TL,
- LS_T1__R__L,
- LS_T1__R_BL,
- LS_T1_TR_BR,//52
- LS_T1_TR__R,
- LS_T1_TR_T_,
- LS_T1_TR_TL,
- LS_T1_TR__L,
- LS_T1_TR_BL,
- LS_T1_T__BR,//58
- LS_T1_T___R,
- LS_T1_T__TR,
- LS_T1_T__TL,
- LS_T1_T___L,
- LS_T1_T__BL,
- LS_T1_TL_BR,//64
- LS_T1_TL__R,
- LS_T1_TL_TR,
- LS_T1_TL_T_,
- LS_T1_TL__L,
- LS_T1_TL_BL,
- LS_T1__L_BR,//70
- LS_T1__L__R,
- LS_T1__L_TR,
- LS_T1__L_T_,
- LS_T1__L_TL,
- LS_T1__L_BL,
- LS_T1_BL_BR,//76
- LS_T1_BL__R,
- LS_T1_BL_TR,
- LS_T1_BL_T_,
- LS_T1_BL_TL,
- LS_T1_BL__L,
- //Bounces
- LS_B1_BR,
- LS_B1__R,
- LS_B1_TR,
- LS_B1_T_,
- LS_B1_TL,
- LS_B1__L,
- LS_B1_BL,
- //Deflected attacks
- LS_D1_BR,
- LS_D1__R,
- LS_D1_TR,
- LS_D1_T_,
- LS_D1_TL,
- LS_D1__L,
- LS_D1_BL,
- LS_D1_B_,
- //Reflected attacks
- LS_V1_BR,
- LS_V1__R,
- LS_V1_TR,
- LS_V1_T_,
- LS_V1_TL,
- LS_V1__L,
- LS_V1_BL,
- LS_V1_B_,
- // Broken parries
- LS_H1_T_,//
- LS_H1_TR,
- LS_H1_TL,
- LS_H1_BR,
- LS_H1_B_,
- LS_H1_BL,
- // Knockaways
- LS_K1_T_,//
- LS_K1_TR,
- LS_K1_TL,
- LS_K1_BR,
- LS_K1_BL,
- // Parries
- LS_PARRY_UP,//
- LS_PARRY_UR,
- LS_PARRY_UL,
- LS_PARRY_LR,
- LS_PARRY_LL,
- // Projectile Reflections
- LS_REFLECT_UP,//
- LS_REFLECT_UR,
- LS_REFLECT_UL,
- LS_REFLECT_LR,
- LS_REFLECT_LL,
- LS_MOVE_MAX//
- } saberMoveName_t;
- void PM_SetSaberMove(saberMoveName_t newMove);
- typedef enum {
- Q_BR,
- Q_R,
- Q_TR,
- Q_T,
- Q_TL,
- Q_L,
- Q_BL,
- Q_B,
- Q_NUM_QUADS
- } saberQuadrant_t;
- typedef struct
- {
- char *name;
- int animToUse;
- int startQuad;
- int endQuad;
- unsigned animSetFlags;
- int blendTime;
- int blocking;
- saberMoveName_t chain_idle; // What move to call if the attack button is not pressed at the end of this anim
- saberMoveName_t chain_attack; // What move to call if the attack button (and nothing else) is pressed
- qboolean trailLength;
- } saberMoveData_t;
- extern saberMoveData_t saberMoveData[LS_MOVE_MAX];
- #endif // __WP_SABER_H
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