mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 16:40:57 +00:00
1e5348cbe0
Added new graphic for text box. Made edict_t pointer arrays static in 3ZB2, Awakening2, and Zaero DLLs due to stack size concerns.
268 lines
6 KiB
C
268 lines
6 KiB
C
/*
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===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
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This file is part of Quake 2 source code.
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Quake 2 source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake 2 source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake 2 source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#ifndef __REF_H
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#define __REF_H
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#include "../qcommon/qcommon.h"
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#define TWOTHIRDS 0.666666666666666666666666666666
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#define DIV40 0.025
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#define DIV64 0.015625
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#define DIV254BY255 0.9960784313725490196078431372549
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#define DIV255 0.003921568627450980392156862745098
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#define DIV256 0.00390625
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#define DIV512 0.001953125
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#define Vector4Set(v, w, x, y, z) (v[0]=(w), v[1]=(x), v[2]=(y), v[3]=(z))
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#define Vector2Set(v, x, y) (v[0]=(x), v[1]=(y))
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#define Vector2Copy(v, w) (w[0]=v[0], w[1]=v[1])
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#define MAX_DLIGHTS 64 // was 32
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#define MAX_ENTITIES 2048 // was 128
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#define MAX_PARTICLES 8192 // was 4096
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#define MAX_LIGHTSTYLES 256
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#define MAX_DECAL_VERTS 256
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#define MAX_VERTS_PER_FRAGMENT 8
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#define MAX_FRAGMENTS_PER_DECAL 32
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#define MAX_DECAL_FRAGS 8192
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#define POWERSUIT_SCALE 1.0F
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#define WEAPON_SHELL_SCALE 0.25F
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#define SHELL_RED_COLOR 0xF2
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#define SHELL_GREEN_COLOR 0xD0
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#define SHELL_BLUE_COLOR 0xF3
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#define SHELL_RG_COLOR 0xDC
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//#define SHELL_RB_COLOR 0x86
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#define SHELL_RB_COLOR 0x68
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#define SHELL_BG_COLOR 0x78
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//ROGUE
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#define SHELL_DOUBLE_COLOR 0xDF // 223
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#define SHELL_HALF_DAM_COLOR 0x90
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#define SHELL_CYAN_COLOR 0x72
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//ROGUE
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#define SHELL_WHITE_COLOR 0xD7
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typedef enum
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{
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FONT_CONSOLE,
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FONT_SCREEN,
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FONT_UI
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} fontslot_t;
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#define DSFLAG_USESTCOORDS 0x0001 // use passed st coords instead of texture's st coords
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#define DSFLAG_TILED 0x0002 // tile image instead of stretching
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#define DSFLAG_SCALED 0x0004 // scale up using scale values, instead of width and height
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#define DSFLAG_CLAMP 0x0004 // texture edge clamping
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#define DSFLAG_MASKED 0x0008 // use mask image
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typedef struct
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{
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int x;
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int y;
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int w;
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int h;
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vec2_t scroll;
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vec2_t scale;
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vec2_t offset;
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vec4_t stCoords;
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vec4_t color;
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char *pic;
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char *maskPic;
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unsigned flags;
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} drawStruct_t;
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typedef struct entity_s
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{
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struct model_s *model; // opaque type outside refresh
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float angles[3];
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//vec3_t axis[3]; // Rotation vectors
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// most recent data
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float origin[3]; // also used as RF_BEAM's "from"
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int frame; // also used as RF_BEAM's diameter
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// previous data for lerping
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float oldorigin[3]; // also used as RF_BEAM's "to"
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int oldframe;
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// misc
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float backlerp; // 0.0 = current, 1.0 = old
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int skinnum; // also used as RF_BEAM's palette index
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int lightstyle; // for flashing entities
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float alpha; // ignore if RF_TRANSLUCENT isn't set
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float scale;
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struct image_s *skin; // NULL for inline skin
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int flags;
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int renderfx;
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} entity_t;
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#define ENTITY_FLAGS 68
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typedef struct
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{
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qboolean spotlight;
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vec3_t direction;
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vec3_t origin;
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vec3_t color;
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float intensity;
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} dlight_t;
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typedef struct
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{
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float strength;
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vec3_t direction;
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vec3_t color;
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} m_dlight_t;
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//***********************************
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//psychospaz
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//particles
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//***********************************
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#define PART_GRAVITY 1
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#define PART_SPARK 2
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#define PART_ANGLED 4
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#define PART_DIRECTION 8
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#define PART_TRANS 16
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#define PART_SATURATE 32
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#define PART_SHADED 64
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#define PART_LIGHTNING 128
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#define PART_BEAM 256
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#define PART_LENSFLARE 512
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#define PART_ADD_LIGHT 1024
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#define PART_DECAL 2048
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#define PART_INSTANT 4096
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#define PART_OVERBRIGHT 8192
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#define PART_ALPHACOLOR 16384
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#define PART_LEAVEMARK 0x40000 //256K
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#define PART_DEPTHHACK_SHORT 0x08000 //32768
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#define PART_DEPTHHACK_MID 0x10000 //65536
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#define PART_DEPTHHACK_LONG 0x20000 //128K
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//combo flags
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#define PART_DEPTHHACK (PART_DEPTHHACK_SHORT|PART_DEPTHHACK_MID|PART_DEPTHHACK_LONG)
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typedef struct
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{
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int numPoints;
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int firstPoint;
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struct mnode_s *node;
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} markFragment_t;
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typedef struct decalpolys_s decalpolys_t;
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struct decalpolys_s
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{
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decalpolys_t *next; // for allocation linked list
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decalpolys_t *nextpoly; // for linked list
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qboolean clearflag;
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int numpolys;
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vec3_t polys[MAX_VERTS_PER_FRAGMENT];
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vec2_t coords[MAX_VERTS_PER_FRAGMENT];
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struct mnode_s *node;
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};
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//Knightmare- Psychospaz's enhanced particle code
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typedef struct
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{
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vec3_t angle;
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vec3_t origin;
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int color;
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float size;
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int flags;
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float alpha;
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int blendfunc_src;
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int blendfunc_dst;
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float red;
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float green;
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float blue;
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decalpolys_t *decal;
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int image;
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} particle_t;
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// Knightmare- struct for our client-side fog
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typedef struct
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{
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qboolean enabled;
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int model;
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int density;
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int start;
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int end;
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int red;
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int green;
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int blue;
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} foginfo_t; // end Knightmare
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typedef struct
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{
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float rgb[3]; // 0.0 - 2.0
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float white; // highest of rgb
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} lightstyle_t;
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typedef struct
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{
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int x, y, width, height;// in virtual screen coordinates
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float fov_x, fov_y;
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float vieworg[3];
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float viewangles[3];
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float blend[4]; // rgba 0-1 full screen blend
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float time; // time is uesed to auto animate
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int rdflags; // RDF_UNDERWATER, etc
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byte *areabits; // if not NULL, only areas with set bits will be drawn
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lightstyle_t *lightstyles; // [MAX_LIGHTSTYLES]
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int num_entities;
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entity_t *entities;
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int num_dlights;
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dlight_t *dlights;
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int num_particles;
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particle_t *particles;
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int num_decals;
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particle_t *decals;
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foginfo_t foginfo; // Knightmare added
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} refdef_t;
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#endif // __REF_H
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