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1689 lines
49 KiB
C
1689 lines
49 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena 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 III Arena 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 III Arena 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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//
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#include "../qcommon/q_shared.h"
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#include "../renderercommon/tr_types.h"
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#include "../game/bg_public.h"
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#include "cg_public.h"
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// The entire cgame module is unloaded and reloaded on each level change,
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// so there is NO persistant data between levels on the client side.
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// If you absolutely need something stored, it can either be kept
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// by the server in the server stored userinfos, or stashed in a cvar.
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#define POWERUP_BLINKS 5
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#define POWERUP_BLINK_TIME 1000
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#define FADE_TIME 200
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#define PULSE_TIME 200
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#define DAMAGE_DEFLECT_TIME 100
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#define DAMAGE_RETURN_TIME 400
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#define DAMAGE_TIME 500
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#define LAND_DEFLECT_TIME 150
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#define LAND_RETURN_TIME 300
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#define STEP_TIME 200
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#define DUCK_TIME 100
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#define PAIN_TWITCH_TIME 200
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#define WEAPON_SELECT_TIME 1400
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#define ITEM_SCALEUP_TIME 1000
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#define ZOOM_TIME 150
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#define ITEM_BLOB_TIME 200
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#define MUZZLE_FLASH_TIME 20
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#define SINK_TIME 1000 // time for fragments to sink into ground before going away
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#define ATTACKER_HEAD_TIME 10000
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#define REWARD_TIME 3000
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#define PULSE_SCALE 1.5 // amount to scale up the icons when activating
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#define MAX_STEP_CHANGE 32
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#define MAX_VERTS_ON_POLY 10
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#define MAX_MARK_POLYS 256
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#define STAT_MINUS 10 // num frame for '-' stats digit
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#define ICON_SIZE 48
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#define CHAR_WIDTH 32
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#define CHAR_HEIGHT 48
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#define TEXT_ICON_SPACE 4
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#define TEAMCHAT_WIDTH 80
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#define TEAMCHAT_HEIGHT 8
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// very large characters
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#define GIANT_WIDTH 32
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#define GIANT_HEIGHT 48
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#define NUM_CROSSHAIRS 10
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#define TEAM_OVERLAY_MAXNAME_WIDTH 12
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#define TEAM_OVERLAY_MAXLOCATION_WIDTH 16
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#define DEFAULT_MODEL "sarge"
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#ifdef MISSIONPACK
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#define DEFAULT_TEAM_MODEL "james"
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#define DEFAULT_TEAM_HEAD "*james"
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#else
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#define DEFAULT_TEAM_MODEL "sarge"
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#define DEFAULT_TEAM_HEAD "sarge"
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#endif
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#define DEFAULT_REDTEAM_NAME "Stroggs"
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#define DEFAULT_BLUETEAM_NAME "Pagans"
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typedef enum {
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FOOTSTEP_NORMAL,
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FOOTSTEP_BOOT,
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FOOTSTEP_FLESH,
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FOOTSTEP_MECH,
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FOOTSTEP_ENERGY,
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FOOTSTEP_METAL,
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FOOTSTEP_SPLASH,
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FOOTSTEP_TOTAL
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} footstep_t;
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typedef enum {
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IMPACTSOUND_DEFAULT,
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IMPACTSOUND_METAL,
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IMPACTSOUND_FLESH
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} impactSound_t;
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//=================================================
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// player entities need to track more information
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// than any other type of entity.
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// note that not every player entity is a client entity,
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// because corpses after respawn are outside the normal
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// client numbering range
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// when changing animation, set animationTime to frameTime + lerping time
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// The current lerp will finish out, then it will lerp to the new animation
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typedef struct {
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int oldFrame;
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int oldFrameTime; // time when ->oldFrame was exactly on
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int frame;
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int frameTime; // time when ->frame will be exactly on
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float backlerp;
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float yawAngle;
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qboolean yawing;
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float pitchAngle;
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qboolean pitching;
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int animationNumber; // may include ANIM_TOGGLEBIT
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animation_t *animation;
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int animationTime; // time when the first frame of the animation will be exact
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} lerpFrame_t;
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typedef struct {
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lerpFrame_t legs, torso, flag;
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int painTime;
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int painDirection; // flip from 0 to 1
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int lightningFiring;
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int railFireTime;
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// machinegun spinning
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float barrelAngle;
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int barrelTime;
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qboolean barrelSpinning;
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} playerEntity_t;
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//=================================================
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// centity_t have a direct corespondence with gentity_t in the game, but
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// only the entityState_t is directly communicated to the cgame
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typedef struct centity_s {
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entityState_t currentState; // from cg.frame
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entityState_t nextState; // from cg.nextFrame, if available
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qboolean interpolate; // true if next is valid to interpolate to
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qboolean currentValid; // true if cg.frame holds this entity
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int muzzleFlashTime; // move to playerEntity?
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int previousEvent;
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int teleportFlag;
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int trailTime; // so missile trails can handle dropped initial packets
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int dustTrailTime;
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int miscTime;
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int snapShotTime; // last time this entity was found in a snapshot
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playerEntity_t pe;
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int errorTime; // decay the error from this time
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vec3_t errorOrigin;
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vec3_t errorAngles;
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qboolean extrapolated; // false if origin / angles is an interpolation
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vec3_t rawOrigin;
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vec3_t rawAngles;
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vec3_t beamEnd;
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// exact interpolated position of entity on this frame
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vec3_t lerpOrigin;
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vec3_t lerpAngles;
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} centity_t;
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//======================================================================
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// local entities are created as a result of events or predicted actions,
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// and live independently from all server transmitted entities
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typedef struct markPoly_s {
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struct markPoly_s *prevMark, *nextMark;
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int time;
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qhandle_t markShader;
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qboolean alphaFade; // fade alpha instead of rgb
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float color[4];
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poly_t poly;
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polyVert_t verts[MAX_VERTS_ON_POLY];
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} markPoly_t;
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typedef enum {
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LE_MARK,
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LE_EXPLOSION,
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LE_SPRITE_EXPLOSION,
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LE_FRAGMENT,
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LE_MOVE_SCALE_FADE,
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LE_FALL_SCALE_FADE,
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LE_FADE_RGB,
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LE_SCALE_FADE,
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LE_SCOREPLUM,
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#ifdef MISSIONPACK
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LE_KAMIKAZE,
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LE_INVULIMPACT,
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LE_INVULJUICED,
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LE_SHOWREFENTITY
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#endif
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} leType_t;
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typedef enum {
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LEF_PUFF_DONT_SCALE = 0x0001, // do not scale size over time
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LEF_TUMBLE = 0x0002, // tumble over time, used for ejecting shells
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LEF_SOUND1 = 0x0004, // sound 1 for kamikaze
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LEF_SOUND2 = 0x0008 // sound 2 for kamikaze
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} leFlag_t;
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typedef enum {
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LEMT_NONE,
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LEMT_BURN,
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LEMT_BLOOD
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} leMarkType_t; // fragment local entities can leave marks on walls
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typedef enum {
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LEBS_NONE,
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LEBS_BLOOD,
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LEBS_BRASS
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} leBounceSoundType_t; // fragment local entities can make sounds on impacts
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typedef struct localEntity_s {
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struct localEntity_s *prev, *next;
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leType_t leType;
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int leFlags;
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int startTime;
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int endTime;
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int fadeInTime;
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float lifeRate; // 1.0 / (endTime - startTime)
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trajectory_t pos;
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trajectory_t angles;
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float bounceFactor; // 0.0 = no bounce, 1.0 = perfect
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float color[4];
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float radius;
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float light;
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vec3_t lightColor;
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leMarkType_t leMarkType; // mark to leave on fragment impact
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leBounceSoundType_t leBounceSoundType;
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refEntity_t refEntity;
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} localEntity_t;
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//======================================================================
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typedef struct {
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int client;
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int score;
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int ping;
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int time;
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int scoreFlags;
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int powerUps;
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int accuracy;
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int impressiveCount;
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int excellentCount;
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int guantletCount;
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int defendCount;
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int assistCount;
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int captures;
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qboolean perfect;
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int team;
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} score_t;
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// each client has an associated clientInfo_t
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// that contains media references necessary to present the
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// client model and other color coded effects
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// this is regenerated each time a client's configstring changes,
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// usually as a result of a userinfo (name, model, etc) change
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#define MAX_CUSTOM_SOUNDS 32
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typedef struct {
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qboolean infoValid;
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char name[MAX_QPATH];
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team_t team;
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int botSkill; // 0 = not bot, 1-5 = bot
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vec3_t color1;
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vec3_t color2;
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byte c1RGBA[4];
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byte c2RGBA[4];
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int score; // updated by score servercmds
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int location; // location index for team mode
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int health; // you only get this info about your teammates
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int armor;
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int curWeapon;
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int handicap;
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int wins, losses; // in tourney mode
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int teamTask; // task in teamplay (offence/defence)
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qboolean teamLeader; // true when this is a team leader
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int powerups; // so can display quad/flag status
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int medkitUsageTime;
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int invulnerabilityStartTime;
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int invulnerabilityStopTime;
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int breathPuffTime;
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// when clientinfo is changed, the loading of models/skins/sounds
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// can be deferred until you are dead, to prevent hitches in
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// gameplay
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char modelName[MAX_QPATH];
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char skinName[MAX_QPATH];
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char headModelName[MAX_QPATH];
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char headSkinName[MAX_QPATH];
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char redTeam[MAX_TEAMNAME];
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char blueTeam[MAX_TEAMNAME];
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qboolean deferred;
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qboolean newAnims; // true if using the new mission pack animations
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qboolean fixedlegs; // true if legs yaw is always the same as torso yaw
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qboolean fixedtorso; // true if torso never changes yaw
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vec3_t headOffset; // move head in icon views
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footstep_t footsteps;
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gender_t gender; // from model
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qhandle_t legsModel;
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qhandle_t legsSkin;
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qhandle_t torsoModel;
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qhandle_t torsoSkin;
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qhandle_t headModel;
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qhandle_t headSkin;
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qhandle_t modelIcon;
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animation_t animations[MAX_TOTALANIMATIONS];
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sfxHandle_t sounds[MAX_CUSTOM_SOUNDS];
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} clientInfo_t;
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// each WP_* weapon enum has an associated weaponInfo_t
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// that contains media references necessary to present the
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// weapon and its effects
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typedef struct weaponInfo_s {
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qboolean registered;
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gitem_t *item;
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qhandle_t handsModel; // the hands don't actually draw, they just position the weapon
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qhandle_t weaponModel;
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qhandle_t barrelModel;
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qhandle_t flashModel;
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vec3_t weaponMidpoint; // so it will rotate centered instead of by tag
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float flashDlight;
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vec3_t flashDlightColor;
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sfxHandle_t flashSound[4]; // fast firing weapons randomly choose
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qhandle_t weaponIcon;
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qhandle_t ammoIcon;
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qhandle_t ammoModel;
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qhandle_t missileModel;
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sfxHandle_t missileSound;
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void (*missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi );
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float missileDlight;
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vec3_t missileDlightColor;
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int missileRenderfx;
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void (*ejectBrassFunc)( centity_t * );
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float trailRadius;
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float wiTrailTime;
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sfxHandle_t readySound;
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sfxHandle_t firingSound;
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} weaponInfo_t;
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// each IT_* item has an associated itemInfo_t
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// that constains media references necessary to present the
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// item and its effects
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typedef struct {
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qboolean registered;
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qhandle_t models[MAX_ITEM_MODELS];
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qhandle_t icon;
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} itemInfo_t;
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typedef struct {
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int itemNum;
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} powerupInfo_t;
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#define MAX_SKULLTRAIL 10
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typedef struct {
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vec3_t positions[MAX_SKULLTRAIL];
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int numpositions;
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} skulltrail_t;
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#define MAX_REWARDSTACK 10
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#define MAX_SOUNDBUFFER 20
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//======================================================================
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// all cg.stepTime, cg.duckTime, cg.landTime, etc are set to cg.time when the action
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// occurs, and they will have visible effects for #define STEP_TIME or whatever msec after
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#define MAX_PREDICTED_EVENTS 16
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typedef struct {
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int clientFrame; // incremented each frame
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int clientNum;
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qboolean demoPlayback;
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qboolean levelShot; // taking a level menu screenshot
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int deferredPlayerLoading;
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qboolean loading; // don't defer players at initial startup
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qboolean intermissionStarted; // don't play voice rewards, because game will end shortly
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// there are only one or two snapshot_t that are relevant at a time
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int latestSnapshotNum; // the number of snapshots the client system has received
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int latestSnapshotTime; // the time from latestSnapshotNum, so we don't need to read the snapshot yet
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snapshot_t *snap; // cg.snap->serverTime <= cg.time
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snapshot_t *nextSnap; // cg.nextSnap->serverTime > cg.time, or NULL
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snapshot_t activeSnapshots[2];
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float frameInterpolation; // (float)( cg.time - cg.frame->serverTime ) / (cg.nextFrame->serverTime - cg.frame->serverTime)
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qboolean thisFrameTeleport;
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qboolean nextFrameTeleport;
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int frametime; // cg.time - cg.oldTime
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int time; // this is the time value that the client
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// is rendering at.
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int oldTime; // time at last frame, used for missile trails and prediction checking
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int physicsTime; // either cg.snap->time or cg.nextSnap->time
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int timelimitWarnings; // 5 min, 1 min, overtime
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int fraglimitWarnings;
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qboolean mapRestart; // set on a map restart to set back the weapon
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qboolean renderingThirdPerson; // during deaths, chasecams, etc
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// prediction state
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qboolean hyperspace; // true if prediction has hit a trigger_teleport
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playerState_t predictedPlayerState;
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centity_t predictedPlayerEntity;
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qboolean validPPS; // clear until the first call to CG_PredictPlayerState
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int predictedErrorTime;
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vec3_t predictedError;
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int eventSequence;
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int predictableEvents[MAX_PREDICTED_EVENTS];
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float stepChange; // for stair up smoothing
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int stepTime;
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float duckChange; // for duck viewheight smoothing
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int duckTime;
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float landChange; // for landing hard
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int landTime;
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// input state sent to server
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int weaponSelect;
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// auto rotating items
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vec3_t autoAngles;
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vec3_t autoAxis[3];
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vec3_t autoAnglesFast;
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vec3_t autoAxisFast[3];
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// view rendering
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refdef_t refdef;
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vec3_t refdefViewAngles; // will be converted to refdef.viewaxis
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// zoom key
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qboolean zoomed;
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int zoomTime;
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float zoomSensitivity;
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// information screen text during loading
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char infoScreenText[MAX_STRING_CHARS];
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// scoreboard
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int scoresRequestTime;
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int numScores;
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int selectedScore;
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int teamScores[2];
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score_t scores[MAX_CLIENTS];
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qboolean showScores;
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qboolean scoreBoardShowing;
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int scoreFadeTime;
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char killerName[MAX_NAME_LENGTH];
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char spectatorList[MAX_STRING_CHARS]; // list of names
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int spectatorLen; // length of list
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float spectatorWidth; // width in device units
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int spectatorTime; // next time to offset
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int spectatorPaintX; // current paint x
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int spectatorPaintX2; // current paint x
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int spectatorOffset; // current offset from start
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int spectatorPaintLen; // current offset from start
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#ifdef MISSIONPACK
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// skull trails
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skulltrail_t skulltrails[MAX_CLIENTS];
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#endif
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// centerprinting
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int centerPrintTime;
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int centerPrintCharWidth;
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int centerPrintY;
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char centerPrint[1024];
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int centerPrintLines;
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// low ammo warning state
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int lowAmmoWarning; // 1 = low, 2 = empty
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// crosshair client ID
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int crosshairClientNum;
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int crosshairClientTime;
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// powerup active flashing
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int powerupActive;
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int powerupTime;
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// attacking player
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int attackerTime;
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int voiceTime;
|
|
|
|
// reward medals
|
|
int rewardStack;
|
|
int rewardTime;
|
|
int rewardCount[MAX_REWARDSTACK];
|
|
qhandle_t rewardShader[MAX_REWARDSTACK];
|
|
qhandle_t rewardSound[MAX_REWARDSTACK];
|
|
|
|
// sound buffer mainly for announcer sounds
|
|
int soundBufferIn;
|
|
int soundBufferOut;
|
|
int soundTime;
|
|
qhandle_t soundBuffer[MAX_SOUNDBUFFER];
|
|
|
|
#ifdef MISSIONPACK
|
|
// for voice chat buffer
|
|
int voiceChatTime;
|
|
int voiceChatBufferIn;
|
|
int voiceChatBufferOut;
|
|
#endif
|
|
|
|
// warmup countdown
|
|
int warmup;
|
|
int warmupCount;
|
|
|
|
//==========================
|
|
|
|
int itemPickup;
|
|
int itemPickupTime;
|
|
int itemPickupBlendTime; // the pulse around the crosshair is timed separately
|
|
|
|
int weaponSelectTime;
|
|
int weaponAnimation;
|
|
int weaponAnimationTime;
|
|
|
|
// blend blobs
|
|
float damageTime;
|
|
float damageX, damageY, damageValue;
|
|
|
|
// status bar head
|
|
float headYaw;
|
|
float headEndPitch;
|
|
float headEndYaw;
|
|
int headEndTime;
|
|
float headStartPitch;
|
|
float headStartYaw;
|
|
int headStartTime;
|
|
|
|
// view movement
|
|
float v_dmg_time;
|
|
float v_dmg_pitch;
|
|
float v_dmg_roll;
|
|
|
|
// temp working variables for player view
|
|
float bobfracsin;
|
|
int bobcycle;
|
|
float xyspeed;
|
|
int nextOrbitTime;
|
|
|
|
//qboolean cameraMode; // if rendering from a loaded camera
|
|
|
|
|
|
// development tool
|
|
refEntity_t testModelEntity;
|
|
char testModelName[MAX_QPATH];
|
|
qboolean testGun;
|
|
|
|
} cg_t;
|
|
|
|
|
|
// all of the model, shader, and sound references that are
|
|
// loaded at gamestate time are stored in cgMedia_t
|
|
// Other media that can be tied to clients, weapons, or items are
|
|
// stored in the clientInfo_t, itemInfo_t, weaponInfo_t, and powerupInfo_t
|
|
typedef struct {
|
|
qhandle_t charsetShader;
|
|
qhandle_t charsetProp;
|
|
qhandle_t charsetPropGlow;
|
|
qhandle_t charsetPropB;
|
|
qhandle_t whiteShader;
|
|
|
|
#ifdef MISSIONPACK
|
|
qhandle_t redCubeModel;
|
|
qhandle_t blueCubeModel;
|
|
qhandle_t redCubeIcon;
|
|
qhandle_t blueCubeIcon;
|
|
#endif
|
|
qhandle_t redFlagModel;
|
|
qhandle_t blueFlagModel;
|
|
qhandle_t neutralFlagModel;
|
|
qhandle_t redFlagShader[3];
|
|
qhandle_t blueFlagShader[3];
|
|
qhandle_t flagShader[4];
|
|
|
|
qhandle_t flagPoleModel;
|
|
qhandle_t flagFlapModel;
|
|
|
|
qhandle_t redFlagFlapSkin;
|
|
qhandle_t blueFlagFlapSkin;
|
|
qhandle_t neutralFlagFlapSkin;
|
|
|
|
qhandle_t redFlagBaseModel;
|
|
qhandle_t blueFlagBaseModel;
|
|
qhandle_t neutralFlagBaseModel;
|
|
|
|
#ifdef MISSIONPACK
|
|
qhandle_t overloadBaseModel;
|
|
qhandle_t overloadTargetModel;
|
|
qhandle_t overloadLightsModel;
|
|
qhandle_t overloadEnergyModel;
|
|
|
|
qhandle_t harvesterModel;
|
|
qhandle_t harvesterRedSkin;
|
|
qhandle_t harvesterBlueSkin;
|
|
qhandle_t harvesterNeutralModel;
|
|
#endif
|
|
|
|
qhandle_t armorModel;
|
|
qhandle_t armorIcon;
|
|
|
|
qhandle_t teamStatusBar;
|
|
|
|
qhandle_t deferShader;
|
|
|
|
// gib explosions
|
|
qhandle_t gibAbdomen;
|
|
qhandle_t gibArm;
|
|
qhandle_t gibChest;
|
|
qhandle_t gibFist;
|
|
qhandle_t gibFoot;
|
|
qhandle_t gibForearm;
|
|
qhandle_t gibIntestine;
|
|
qhandle_t gibLeg;
|
|
qhandle_t gibSkull;
|
|
qhandle_t gibBrain;
|
|
|
|
qhandle_t smoke2;
|
|
|
|
qhandle_t machinegunBrassModel;
|
|
qhandle_t shotgunBrassModel;
|
|
|
|
qhandle_t railRingsShader;
|
|
qhandle_t railCoreShader;
|
|
|
|
qhandle_t lightningShader;
|
|
|
|
qhandle_t friendShader;
|
|
|
|
qhandle_t balloonShader;
|
|
qhandle_t connectionShader;
|
|
|
|
qhandle_t selectShader;
|
|
qhandle_t viewBloodShader;
|
|
qhandle_t tracerShader;
|
|
qhandle_t crosshairShader[NUM_CROSSHAIRS];
|
|
qhandle_t lagometerShader;
|
|
qhandle_t backTileShader;
|
|
qhandle_t noammoShader;
|
|
|
|
qhandle_t smokePuffShader;
|
|
qhandle_t smokePuffRageProShader;
|
|
qhandle_t shotgunSmokePuffShader;
|
|
qhandle_t plasmaBallShader;
|
|
qhandle_t waterBubbleShader;
|
|
qhandle_t bloodTrailShader;
|
|
#ifdef MISSIONPACK
|
|
qhandle_t nailPuffShader;
|
|
qhandle_t blueProxMine;
|
|
#endif
|
|
|
|
qhandle_t numberShaders[11];
|
|
|
|
qhandle_t shadowMarkShader;
|
|
|
|
qhandle_t botSkillShaders[5];
|
|
|
|
// wall mark shaders
|
|
qhandle_t wakeMarkShader;
|
|
qhandle_t bloodMarkShader;
|
|
qhandle_t bulletMarkShader;
|
|
qhandle_t burnMarkShader;
|
|
qhandle_t holeMarkShader;
|
|
qhandle_t energyMarkShader;
|
|
|
|
// powerup shaders
|
|
qhandle_t quadShader;
|
|
qhandle_t redQuadShader;
|
|
qhandle_t quadWeaponShader;
|
|
qhandle_t invisShader;
|
|
qhandle_t regenShader;
|
|
qhandle_t battleSuitShader;
|
|
qhandle_t battleWeaponShader;
|
|
qhandle_t hastePuffShader;
|
|
#ifdef MISSIONPACK
|
|
qhandle_t redKamikazeShader;
|
|
qhandle_t blueKamikazeShader;
|
|
#endif
|
|
|
|
// weapon effect models
|
|
qhandle_t bulletFlashModel;
|
|
qhandle_t ringFlashModel;
|
|
qhandle_t dishFlashModel;
|
|
qhandle_t lightningExplosionModel;
|
|
|
|
// weapon effect shaders
|
|
qhandle_t railExplosionShader;
|
|
qhandle_t plasmaExplosionShader;
|
|
qhandle_t bulletExplosionShader;
|
|
qhandle_t rocketExplosionShader;
|
|
qhandle_t grenadeExplosionShader;
|
|
qhandle_t bfgExplosionShader;
|
|
qhandle_t bloodExplosionShader;
|
|
|
|
// special effects models
|
|
qhandle_t teleportEffectModel;
|
|
qhandle_t teleportEffectShader;
|
|
#ifdef MISSIONPACK
|
|
qhandle_t kamikazeEffectModel;
|
|
qhandle_t kamikazeShockWave;
|
|
qhandle_t kamikazeHeadModel;
|
|
qhandle_t kamikazeHeadTrail;
|
|
qhandle_t guardPowerupModel;
|
|
qhandle_t scoutPowerupModel;
|
|
qhandle_t doublerPowerupModel;
|
|
qhandle_t ammoRegenPowerupModel;
|
|
qhandle_t invulnerabilityImpactModel;
|
|
qhandle_t invulnerabilityJuicedModel;
|
|
qhandle_t medkitUsageModel;
|
|
qhandle_t dustPuffShader;
|
|
qhandle_t heartShader;
|
|
qhandle_t invulnerabilityPowerupModel;
|
|
#endif
|
|
|
|
// scoreboard headers
|
|
qhandle_t scoreboardName;
|
|
qhandle_t scoreboardPing;
|
|
qhandle_t scoreboardScore;
|
|
qhandle_t scoreboardTime;
|
|
|
|
// medals shown during gameplay
|
|
qhandle_t medalImpressive;
|
|
qhandle_t medalExcellent;
|
|
qhandle_t medalGauntlet;
|
|
qhandle_t medalDefend;
|
|
qhandle_t medalAssist;
|
|
qhandle_t medalCapture;
|
|
|
|
// sounds
|
|
sfxHandle_t quadSound;
|
|
sfxHandle_t tracerSound;
|
|
sfxHandle_t selectSound;
|
|
sfxHandle_t useNothingSound;
|
|
sfxHandle_t wearOffSound;
|
|
sfxHandle_t footsteps[FOOTSTEP_TOTAL][4];
|
|
sfxHandle_t sfx_lghit1;
|
|
sfxHandle_t sfx_lghit2;
|
|
sfxHandle_t sfx_lghit3;
|
|
sfxHandle_t sfx_ric1;
|
|
sfxHandle_t sfx_ric2;
|
|
sfxHandle_t sfx_ric3;
|
|
//sfxHandle_t sfx_railg;
|
|
sfxHandle_t sfx_rockexp;
|
|
sfxHandle_t sfx_plasmaexp;
|
|
#ifdef MISSIONPACK
|
|
sfxHandle_t sfx_proxexp;
|
|
sfxHandle_t sfx_nghit;
|
|
sfxHandle_t sfx_nghitflesh;
|
|
sfxHandle_t sfx_nghitmetal;
|
|
sfxHandle_t sfx_chghit;
|
|
sfxHandle_t sfx_chghitflesh;
|
|
sfxHandle_t sfx_chghitmetal;
|
|
sfxHandle_t kamikazeExplodeSound;
|
|
sfxHandle_t kamikazeImplodeSound;
|
|
sfxHandle_t kamikazeFarSound;
|
|
sfxHandle_t useInvulnerabilitySound;
|
|
sfxHandle_t invulnerabilityImpactSound1;
|
|
sfxHandle_t invulnerabilityImpactSound2;
|
|
sfxHandle_t invulnerabilityImpactSound3;
|
|
sfxHandle_t invulnerabilityJuicedSound;
|
|
sfxHandle_t obeliskHitSound1;
|
|
sfxHandle_t obeliskHitSound2;
|
|
sfxHandle_t obeliskHitSound3;
|
|
sfxHandle_t obeliskRespawnSound;
|
|
sfxHandle_t winnerSound;
|
|
sfxHandle_t loserSound;
|
|
#endif
|
|
sfxHandle_t gibSound;
|
|
sfxHandle_t gibBounce1Sound;
|
|
sfxHandle_t gibBounce2Sound;
|
|
sfxHandle_t gibBounce3Sound;
|
|
sfxHandle_t teleInSound;
|
|
sfxHandle_t teleOutSound;
|
|
sfxHandle_t noAmmoSound;
|
|
sfxHandle_t respawnSound;
|
|
sfxHandle_t talkSound;
|
|
sfxHandle_t landSound;
|
|
sfxHandle_t fallSound;
|
|
sfxHandle_t jumpPadSound;
|
|
|
|
sfxHandle_t oneMinuteSound;
|
|
sfxHandle_t fiveMinuteSound;
|
|
sfxHandle_t suddenDeathSound;
|
|
|
|
sfxHandle_t threeFragSound;
|
|
sfxHandle_t twoFragSound;
|
|
sfxHandle_t oneFragSound;
|
|
|
|
sfxHandle_t hitSound;
|
|
sfxHandle_t hitSoundHighArmor;
|
|
sfxHandle_t hitSoundLowArmor;
|
|
sfxHandle_t hitTeamSound;
|
|
sfxHandle_t impressiveSound;
|
|
sfxHandle_t excellentSound;
|
|
sfxHandle_t deniedSound;
|
|
sfxHandle_t humiliationSound;
|
|
sfxHandle_t assistSound;
|
|
sfxHandle_t defendSound;
|
|
sfxHandle_t firstImpressiveSound;
|
|
sfxHandle_t firstExcellentSound;
|
|
sfxHandle_t firstHumiliationSound;
|
|
|
|
sfxHandle_t takenLeadSound;
|
|
sfxHandle_t tiedLeadSound;
|
|
sfxHandle_t lostLeadSound;
|
|
|
|
sfxHandle_t voteNow;
|
|
sfxHandle_t votePassed;
|
|
sfxHandle_t voteFailed;
|
|
|
|
sfxHandle_t watrInSound;
|
|
sfxHandle_t watrOutSound;
|
|
sfxHandle_t watrUnSound;
|
|
|
|
sfxHandle_t flightSound;
|
|
sfxHandle_t medkitSound;
|
|
|
|
#ifdef MISSIONPACK
|
|
sfxHandle_t weaponHoverSound;
|
|
#endif
|
|
|
|
// teamplay sounds
|
|
sfxHandle_t captureAwardSound;
|
|
sfxHandle_t redScoredSound;
|
|
sfxHandle_t blueScoredSound;
|
|
sfxHandle_t redLeadsSound;
|
|
sfxHandle_t blueLeadsSound;
|
|
sfxHandle_t teamsTiedSound;
|
|
|
|
sfxHandle_t captureYourTeamSound;
|
|
sfxHandle_t captureOpponentSound;
|
|
sfxHandle_t returnYourTeamSound;
|
|
sfxHandle_t returnOpponentSound;
|
|
sfxHandle_t takenYourTeamSound;
|
|
sfxHandle_t takenOpponentSound;
|
|
|
|
sfxHandle_t redFlagReturnedSound;
|
|
sfxHandle_t blueFlagReturnedSound;
|
|
#ifdef MISSIONPACK
|
|
sfxHandle_t neutralFlagReturnedSound;
|
|
#endif
|
|
sfxHandle_t enemyTookYourFlagSound;
|
|
sfxHandle_t yourTeamTookEnemyFlagSound;
|
|
sfxHandle_t youHaveFlagSound;
|
|
#ifdef MISSIONPACK
|
|
sfxHandle_t enemyTookTheFlagSound;
|
|
sfxHandle_t yourTeamTookTheFlagSound;
|
|
sfxHandle_t yourBaseIsUnderAttackSound;
|
|
#endif
|
|
sfxHandle_t holyShitSound;
|
|
|
|
// tournament sounds
|
|
sfxHandle_t count3Sound;
|
|
sfxHandle_t count2Sound;
|
|
sfxHandle_t count1Sound;
|
|
sfxHandle_t countFightSound;
|
|
sfxHandle_t countPrepareSound;
|
|
|
|
#ifdef MISSIONPACK
|
|
// new stuff
|
|
qhandle_t patrolShader;
|
|
qhandle_t assaultShader;
|
|
qhandle_t campShader;
|
|
qhandle_t followShader;
|
|
qhandle_t defendShader;
|
|
qhandle_t teamLeaderShader;
|
|
qhandle_t retrieveShader;
|
|
qhandle_t escortShader;
|
|
qhandle_t flagShaders[3];
|
|
sfxHandle_t countPrepareTeamSound;
|
|
|
|
sfxHandle_t ammoregenSound;
|
|
sfxHandle_t doublerSound;
|
|
sfxHandle_t guardSound;
|
|
sfxHandle_t scoutSound;
|
|
|
|
qhandle_t cursor;
|
|
qhandle_t selectCursor;
|
|
qhandle_t sizeCursor;
|
|
#endif
|
|
|
|
sfxHandle_t regenSound;
|
|
sfxHandle_t protectSound;
|
|
sfxHandle_t n_healthSound;
|
|
sfxHandle_t hgrenb1aSound;
|
|
sfxHandle_t hgrenb2aSound;
|
|
sfxHandle_t wstbimplSound;
|
|
sfxHandle_t wstbimpmSound;
|
|
sfxHandle_t wstbimpdSound;
|
|
sfxHandle_t wstbactvSound;
|
|
|
|
} cgMedia_t;
|
|
|
|
|
|
// The client game static (cgs) structure hold everything
|
|
// loaded or calculated from the gamestate. It will NOT
|
|
// be cleared when a tournement restart is done, allowing
|
|
// all clients to begin playing instantly
|
|
typedef struct {
|
|
gameState_t gameState; // gamestate from server
|
|
glconfig_t glconfig; // rendering configuration
|
|
float screenXScale; // derived from glconfig
|
|
float screenYScale;
|
|
float screenXBias;
|
|
|
|
int serverCommandSequence; // reliable command stream counter
|
|
int processedSnapshotNum;// the number of snapshots cgame has requested
|
|
|
|
qboolean localServer; // detected on startup by checking sv_running
|
|
|
|
// parsed from serverinfo
|
|
gametype_t gametype;
|
|
int dmflags;
|
|
int teamflags;
|
|
int fraglimit;
|
|
int capturelimit;
|
|
int timelimit;
|
|
int maxclients;
|
|
char mapname[MAX_QPATH];
|
|
char redTeam[MAX_QPATH];
|
|
char blueTeam[MAX_QPATH];
|
|
|
|
int voteTime;
|
|
int voteYes;
|
|
int voteNo;
|
|
qboolean voteModified; // beep whenever changed
|
|
char voteString[MAX_STRING_TOKENS];
|
|
|
|
int teamVoteTime[2];
|
|
int teamVoteYes[2];
|
|
int teamVoteNo[2];
|
|
qboolean teamVoteModified[2]; // beep whenever changed
|
|
char teamVoteString[2][MAX_STRING_TOKENS];
|
|
|
|
int levelStartTime;
|
|
|
|
int scores1, scores2; // from configstrings
|
|
int redflag, blueflag; // flag status from configstrings
|
|
int flagStatus;
|
|
|
|
qboolean newHud;
|
|
|
|
//
|
|
// locally derived information from gamestate
|
|
//
|
|
qhandle_t gameModels[MAX_MODELS];
|
|
sfxHandle_t gameSounds[MAX_SOUNDS];
|
|
|
|
int numInlineModels;
|
|
qhandle_t inlineDrawModel[MAX_MODELS];
|
|
vec3_t inlineModelMidpoints[MAX_MODELS];
|
|
|
|
clientInfo_t clientinfo[MAX_CLIENTS];
|
|
|
|
// teamchat width is *3 because of embedded color codes
|
|
char teamChatMsgs[TEAMCHAT_HEIGHT][TEAMCHAT_WIDTH*3+1];
|
|
int teamChatMsgTimes[TEAMCHAT_HEIGHT];
|
|
int teamChatPos;
|
|
int teamLastChatPos;
|
|
|
|
int cursorX;
|
|
int cursorY;
|
|
qboolean eventHandling;
|
|
qboolean mouseCaptured;
|
|
qboolean sizingHud;
|
|
void *capturedItem;
|
|
qhandle_t activeCursor;
|
|
|
|
// orders
|
|
int currentOrder;
|
|
qboolean orderPending;
|
|
int orderTime;
|
|
int currentVoiceClient;
|
|
int acceptOrderTime;
|
|
int acceptTask;
|
|
int acceptLeader;
|
|
char acceptVoice[MAX_NAME_LENGTH];
|
|
|
|
// media
|
|
cgMedia_t media;
|
|
|
|
} cgs_t;
|
|
|
|
//==============================================================================
|
|
|
|
extern cgs_t cgs;
|
|
extern cg_t cg;
|
|
extern centity_t cg_entities[MAX_GENTITIES];
|
|
extern weaponInfo_t cg_weapons[MAX_WEAPONS];
|
|
extern itemInfo_t cg_items[MAX_ITEMS];
|
|
extern markPoly_t cg_markPolys[MAX_MARK_POLYS];
|
|
|
|
extern vmCvar_t cg_centertime;
|
|
extern vmCvar_t cg_runpitch;
|
|
extern vmCvar_t cg_runroll;
|
|
extern vmCvar_t cg_bobup;
|
|
extern vmCvar_t cg_bobpitch;
|
|
extern vmCvar_t cg_bobroll;
|
|
extern vmCvar_t cg_swingSpeed;
|
|
extern vmCvar_t cg_shadows;
|
|
extern vmCvar_t cg_gibs;
|
|
extern vmCvar_t cg_drawTimer;
|
|
extern vmCvar_t cg_drawFPS;
|
|
extern vmCvar_t cg_drawSnapshot;
|
|
extern vmCvar_t cg_draw3dIcons;
|
|
extern vmCvar_t cg_drawIcons;
|
|
extern vmCvar_t cg_drawAmmoWarning;
|
|
extern vmCvar_t cg_drawCrosshair;
|
|
extern vmCvar_t cg_drawCrosshairNames;
|
|
extern vmCvar_t cg_drawRewards;
|
|
extern vmCvar_t cg_drawTeamOverlay;
|
|
extern vmCvar_t cg_teamOverlayUserinfo;
|
|
extern vmCvar_t cg_crosshairX;
|
|
extern vmCvar_t cg_crosshairY;
|
|
extern vmCvar_t cg_crosshairSize;
|
|
extern vmCvar_t cg_crosshairHealth;
|
|
extern vmCvar_t cg_drawStatus;
|
|
extern vmCvar_t cg_draw2D;
|
|
extern vmCvar_t cg_animSpeed;
|
|
extern vmCvar_t cg_debugAnim;
|
|
extern vmCvar_t cg_debugPosition;
|
|
extern vmCvar_t cg_debugEvents;
|
|
extern vmCvar_t cg_railTrailTime;
|
|
extern vmCvar_t cg_errorDecay;
|
|
extern vmCvar_t cg_nopredict;
|
|
extern vmCvar_t cg_noPlayerAnims;
|
|
extern vmCvar_t cg_showmiss;
|
|
extern vmCvar_t cg_footsteps;
|
|
extern vmCvar_t cg_addMarks;
|
|
extern vmCvar_t cg_brassTime;
|
|
extern vmCvar_t cg_gun_frame;
|
|
extern vmCvar_t cg_gun_x;
|
|
extern vmCvar_t cg_gun_y;
|
|
extern vmCvar_t cg_gun_z;
|
|
extern vmCvar_t cg_drawGun;
|
|
extern vmCvar_t cg_viewsize;
|
|
extern vmCvar_t cg_tracerChance;
|
|
extern vmCvar_t cg_tracerWidth;
|
|
extern vmCvar_t cg_tracerLength;
|
|
extern vmCvar_t cg_autoswitch;
|
|
extern vmCvar_t cg_ignore;
|
|
extern vmCvar_t cg_simpleItems;
|
|
extern vmCvar_t cg_fov;
|
|
extern vmCvar_t cg_zoomFov;
|
|
extern vmCvar_t cg_thirdPersonRange;
|
|
extern vmCvar_t cg_thirdPersonAngle;
|
|
extern vmCvar_t cg_thirdPerson;
|
|
extern vmCvar_t cg_lagometer;
|
|
extern vmCvar_t cg_drawAttacker;
|
|
extern vmCvar_t cg_synchronousClients;
|
|
extern vmCvar_t cg_teamChatTime;
|
|
extern vmCvar_t cg_teamChatHeight;
|
|
extern vmCvar_t cg_stats;
|
|
extern vmCvar_t cg_forceModel;
|
|
extern vmCvar_t cg_buildScript;
|
|
extern vmCvar_t cg_paused;
|
|
extern vmCvar_t cg_blood;
|
|
extern vmCvar_t cg_predictItems;
|
|
extern vmCvar_t cg_deferPlayers;
|
|
extern vmCvar_t cg_drawFriend;
|
|
extern vmCvar_t cg_teamChatsOnly;
|
|
#ifdef MISSIONPACK
|
|
extern vmCvar_t cg_noVoiceChats;
|
|
extern vmCvar_t cg_noVoiceText;
|
|
#endif
|
|
extern vmCvar_t cg_scorePlum;
|
|
extern vmCvar_t cg_smoothClients;
|
|
extern vmCvar_t pmove_fixed;
|
|
extern vmCvar_t pmove_msec;
|
|
//extern vmCvar_t cg_pmove_fixed;
|
|
extern vmCvar_t cg_cameraOrbit;
|
|
extern vmCvar_t cg_cameraOrbitDelay;
|
|
extern vmCvar_t cg_timescaleFadeEnd;
|
|
extern vmCvar_t cg_timescaleFadeSpeed;
|
|
extern vmCvar_t cg_timescale;
|
|
extern vmCvar_t cg_cameraMode;
|
|
#ifdef MISSIONPACK
|
|
extern vmCvar_t cg_smallFont;
|
|
extern vmCvar_t cg_bigFont;
|
|
extern vmCvar_t cg_noTaunt;
|
|
#endif
|
|
extern vmCvar_t cg_noProjectileTrail;
|
|
extern vmCvar_t cg_oldRail;
|
|
extern vmCvar_t cg_oldRocket;
|
|
extern vmCvar_t cg_oldPlasma;
|
|
extern vmCvar_t cg_trueLightning;
|
|
#ifdef MISSIONPACK
|
|
extern vmCvar_t cg_redTeamName;
|
|
extern vmCvar_t cg_blueTeamName;
|
|
extern vmCvar_t cg_currentSelectedPlayer;
|
|
extern vmCvar_t cg_currentSelectedPlayerName;
|
|
extern vmCvar_t cg_singlePlayer;
|
|
extern vmCvar_t cg_enableDust;
|
|
extern vmCvar_t cg_enableBreath;
|
|
extern vmCvar_t cg_singlePlayerActive;
|
|
extern vmCvar_t cg_recordSPDemo;
|
|
extern vmCvar_t cg_recordSPDemoName;
|
|
extern vmCvar_t cg_obeliskRespawnDelay;
|
|
#endif
|
|
|
|
//
|
|
// cg_main.c
|
|
//
|
|
const char *CG_ConfigString( int index );
|
|
const char *CG_Argv( int arg );
|
|
|
|
void QDECL CG_Printf( const char *msg, ... ) __attribute__ ((format (printf, 1, 2)));
|
|
void QDECL CG_Error( const char *msg, ... ) __attribute__ ((noreturn, format (printf, 1, 2)));
|
|
|
|
void CG_StartMusic( void );
|
|
|
|
void CG_UpdateCvars( void );
|
|
|
|
int CG_CrosshairPlayer( void );
|
|
int CG_LastAttacker( void );
|
|
void CG_LoadMenus(const char *menuFile);
|
|
void CG_KeyEvent(int key, qboolean down);
|
|
void CG_MouseEvent(int x, int y);
|
|
void CG_EventHandling(int type);
|
|
void CG_RankRunFrame( void );
|
|
void CG_SetScoreSelection(void *menu);
|
|
score_t *CG_GetSelectedScore( void );
|
|
void CG_BuildSpectatorString( void );
|
|
|
|
|
|
//
|
|
// cg_view.c
|
|
//
|
|
void CG_TestModel_f (void);
|
|
void CG_TestGun_f (void);
|
|
void CG_TestModelNextFrame_f (void);
|
|
void CG_TestModelPrevFrame_f (void);
|
|
void CG_TestModelNextSkin_f (void);
|
|
void CG_TestModelPrevSkin_f (void);
|
|
void CG_ZoomDown_f( void );
|
|
void CG_ZoomUp_f( void );
|
|
void CG_AddBufferedSound( sfxHandle_t sfx);
|
|
|
|
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
|
|
|
|
|
|
//
|
|
// cg_drawtools.c
|
|
//
|
|
void CG_AdjustFrom640( float *x, float *y, float *w, float *h );
|
|
void CG_FillRect( float x, float y, float width, float height, const float *color );
|
|
void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader );
|
|
void CG_DrawString( float x, float y, const char *string,
|
|
float charWidth, float charHeight, const float *modulate );
|
|
|
|
|
|
void CG_DrawStringExt( int x, int y, const char *string, const float *setColor,
|
|
qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars );
|
|
void CG_DrawBigString( int x, int y, const char *s, float alpha );
|
|
void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color );
|
|
void CG_DrawSmallString( int x, int y, const char *s, float alpha );
|
|
void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color );
|
|
|
|
int CG_DrawStrlen( const char *str );
|
|
|
|
float *CG_FadeColor( int startMsec, int totalMsec );
|
|
float *CG_TeamColor( int team );
|
|
void CG_TileClear( void );
|
|
void CG_ColorForHealth( vec4_t hcolor );
|
|
void CG_GetColorForHealth( int health, int armor, vec4_t hcolor );
|
|
|
|
void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color );
|
|
void CG_DrawRect( float x, float y, float width, float height, float size, const float *color );
|
|
void CG_DrawSides(float x, float y, float w, float h, float size);
|
|
void CG_DrawTopBottom(float x, float y, float w, float h, float size);
|
|
|
|
|
|
//
|
|
// cg_draw.c, cg_newDraw.c
|
|
//
|
|
extern int sortedTeamPlayers[TEAM_MAXOVERLAY];
|
|
extern int numSortedTeamPlayers;
|
|
extern int drawTeamOverlayModificationCount;
|
|
extern char systemChat[256];
|
|
extern char teamChat1[256];
|
|
extern char teamChat2[256];
|
|
|
|
void CG_AddLagometerFrameInfo( void );
|
|
void CG_AddLagometerSnapshotInfo( snapshot_t *snap );
|
|
void CG_CenterPrint( const char *str, int y, int charWidth );
|
|
void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t headAngles );
|
|
void CG_DrawActive( stereoFrame_t stereoView );
|
|
void CG_DrawFlagModel( float x, float y, float w, float h, int team, qboolean force2D );
|
|
void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team );
|
|
void CG_OwnerDraw(float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle);
|
|
void CG_Text_Paint(float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style);
|
|
int CG_Text_Width(const char *text, float scale, int limit);
|
|
int CG_Text_Height(const char *text, float scale, int limit);
|
|
void CG_SelectPrevPlayer( void );
|
|
void CG_SelectNextPlayer( void );
|
|
float CG_GetValue(int ownerDraw);
|
|
qboolean CG_OwnerDrawVisible(int flags);
|
|
void CG_RunMenuScript(char **args);
|
|
void CG_ShowResponseHead( void );
|
|
void CG_SetPrintString(int type, const char *p);
|
|
void CG_InitTeamChat( void );
|
|
void CG_GetTeamColor(vec4_t *color);
|
|
const char *CG_GetGameStatusText( void );
|
|
const char *CG_GetKillerText( void );
|
|
void CG_Draw3DModel(float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles);
|
|
void CG_Text_PaintChar(float x, float y, float width, float height, float scale, float s, float t, float s2, float t2, qhandle_t hShader);
|
|
void CG_CheckOrderPending( void );
|
|
const char *CG_GameTypeString( void );
|
|
qboolean CG_YourTeamHasFlag( void );
|
|
qboolean CG_OtherTeamHasFlag( void );
|
|
qhandle_t CG_StatusHandle(int task);
|
|
|
|
|
|
|
|
//
|
|
// cg_player.c
|
|
//
|
|
void CG_Player( centity_t *cent );
|
|
void CG_ResetPlayerEntity( centity_t *cent );
|
|
void CG_AddRefEntityWithPowerups( refEntity_t *ent, entityState_t *state, int team );
|
|
void CG_NewClientInfo( int clientNum );
|
|
sfxHandle_t CG_CustomSound( int clientNum, const char *soundName );
|
|
|
|
//
|
|
// cg_predict.c
|
|
//
|
|
void CG_BuildSolidList( void );
|
|
int CG_PointContents( const vec3_t point, int passEntityNum );
|
|
void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
|
|
int skipNumber, int mask );
|
|
void CG_PredictPlayerState( void );
|
|
void CG_LoadDeferredPlayers( void );
|
|
|
|
|
|
//
|
|
// cg_events.c
|
|
//
|
|
void CG_CheckEvents( centity_t *cent );
|
|
const char *CG_PlaceString( int rank );
|
|
void CG_EntityEvent( centity_t *cent, vec3_t position );
|
|
void CG_PainEvent( centity_t *cent, int health );
|
|
|
|
|
|
//
|
|
// cg_ents.c
|
|
//
|
|
void CG_SetEntitySoundPosition( centity_t *cent );
|
|
void CG_AddPacketEntities( void );
|
|
void CG_Beam( centity_t *cent );
|
|
void CG_AdjustPositionForMover(const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out, vec3_t angles_in, vec3_t angles_out);
|
|
|
|
void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
|
|
qhandle_t parentModel, char *tagName );
|
|
void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
|
|
qhandle_t parentModel, char *tagName );
|
|
|
|
|
|
|
|
//
|
|
// cg_weapons.c
|
|
//
|
|
void CG_NextWeapon_f( void );
|
|
void CG_PrevWeapon_f( void );
|
|
void CG_Weapon_f( void );
|
|
|
|
void CG_RegisterWeapon( int weaponNum );
|
|
void CG_RegisterItemVisuals( int itemNum );
|
|
|
|
void CG_FireWeapon( centity_t *cent );
|
|
void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType );
|
|
void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum );
|
|
void CG_ShotgunFire( entityState_t *es );
|
|
void CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum );
|
|
|
|
void CG_RailTrail( clientInfo_t *ci, vec3_t start, vec3_t end );
|
|
void CG_GrappleTrail( centity_t *ent, const weaponInfo_t *wi );
|
|
void CG_AddViewWeapon (playerState_t *ps);
|
|
void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent, int team );
|
|
void CG_DrawWeaponSelect( void );
|
|
|
|
void CG_OutOfAmmoChange( void ); // should this be in pmove?
|
|
|
|
//
|
|
// cg_marks.c
|
|
//
|
|
void CG_InitMarkPolys( void );
|
|
void CG_AddMarks( void );
|
|
void CG_ImpactMark( qhandle_t markShader,
|
|
const vec3_t origin, const vec3_t dir,
|
|
float orientation,
|
|
float r, float g, float b, float a,
|
|
qboolean alphaFade,
|
|
float radius, qboolean temporary );
|
|
|
|
//
|
|
// cg_localents.c
|
|
//
|
|
void CG_InitLocalEntities( void );
|
|
localEntity_t *CG_AllocLocalEntity( void );
|
|
void CG_AddLocalEntities( void );
|
|
|
|
//
|
|
// cg_effects.c
|
|
//
|
|
localEntity_t *CG_SmokePuff( const vec3_t p,
|
|
const vec3_t vel,
|
|
float radius,
|
|
float r, float g, float b, float a,
|
|
float duration,
|
|
int startTime,
|
|
int fadeInTime,
|
|
int leFlags,
|
|
qhandle_t hShader );
|
|
void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing );
|
|
void CG_SpawnEffect( vec3_t org );
|
|
#ifdef MISSIONPACK
|
|
void CG_KamikazeEffect( vec3_t org );
|
|
void CG_ObeliskExplode( vec3_t org, int entityNum );
|
|
void CG_ObeliskPain( vec3_t org );
|
|
void CG_InvulnerabilityImpact( vec3_t org, vec3_t angles );
|
|
void CG_InvulnerabilityJuiced( vec3_t org );
|
|
void CG_LightningBoltBeam( vec3_t start, vec3_t end );
|
|
#endif
|
|
void CG_ScorePlum( int client, vec3_t org, int score );
|
|
|
|
void CG_GibPlayer( vec3_t playerOrigin );
|
|
void CG_BigExplode( vec3_t playerOrigin );
|
|
|
|
void CG_Bleed( vec3_t origin, int entityNum );
|
|
|
|
localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
|
|
qhandle_t hModel, qhandle_t shader, int msec,
|
|
qboolean isSprite );
|
|
|
|
//
|
|
// cg_snapshot.c
|
|
//
|
|
void CG_ProcessSnapshots( void );
|
|
|
|
//
|
|
// cg_info.c
|
|
//
|
|
void CG_LoadingString( const char *s );
|
|
void CG_LoadingItem( int itemNum );
|
|
void CG_LoadingClient( int clientNum );
|
|
void CG_DrawInformation( void );
|
|
|
|
//
|
|
// cg_scoreboard.c
|
|
//
|
|
qboolean CG_DrawOldScoreboard( void );
|
|
void CG_DrawTourneyScoreboard( void );
|
|
|
|
//
|
|
// cg_consolecmds.c
|
|
//
|
|
qboolean CG_ConsoleCommand( void );
|
|
void CG_InitConsoleCommands( void );
|
|
|
|
//
|
|
// cg_servercmds.c
|
|
//
|
|
void CG_ExecuteNewServerCommands( int latestSequence );
|
|
void CG_ParseServerinfo( void );
|
|
void CG_SetConfigValues( void );
|
|
void CG_ShaderStateChanged(void);
|
|
#ifdef MISSIONPACK
|
|
void CG_LoadVoiceChats( void );
|
|
void CG_VoiceChatLocal( int mode, qboolean voiceOnly, int clientNum, int color, const char *cmd );
|
|
void CG_PlayBufferedVoiceChats( void );
|
|
#endif
|
|
|
|
//
|
|
// cg_playerstate.c
|
|
//
|
|
void CG_Respawn( void );
|
|
void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops );
|
|
void CG_CheckChangedPredictableEvents( playerState_t *ps );
|
|
|
|
|
|
//===============================================
|
|
|
|
//
|
|
// system traps
|
|
// These functions are how the cgame communicates with the main game system
|
|
//
|
|
|
|
// print message on the local console
|
|
void trap_Print( const char *fmt );
|
|
|
|
// abort the game
|
|
void trap_Error(const char *fmt) __attribute__((noreturn));
|
|
|
|
// milliseconds should only be used for performance tuning, never
|
|
// for anything game related. Get time from the CG_DrawActiveFrame parameter
|
|
int trap_Milliseconds( void );
|
|
|
|
// console variable interaction
|
|
void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
|
|
void trap_Cvar_Update( vmCvar_t *vmCvar );
|
|
void trap_Cvar_Set( const char *var_name, const char *value );
|
|
void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
|
|
|
|
// ServerCommand and ConsoleCommand parameter access
|
|
int trap_Argc( void );
|
|
void trap_Argv( int n, char *buffer, int bufferLength );
|
|
void trap_Args( char *buffer, int bufferLength );
|
|
|
|
// filesystem access
|
|
// returns length of file
|
|
int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
|
|
void trap_FS_Read( void *buffer, int len, fileHandle_t f );
|
|
void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
|
|
void trap_FS_FCloseFile( fileHandle_t f );
|
|
int trap_FS_Seek( fileHandle_t f, long offset, int origin ); // fsOrigin_t
|
|
|
|
// add commands to the local console as if they were typed in
|
|
// for map changing, etc. The command is not executed immediately,
|
|
// but will be executed in order the next time console commands
|
|
// are processed
|
|
void trap_SendConsoleCommand( const char *text );
|
|
|
|
// register a command name so the console can perform command completion.
|
|
// FIXME: replace this with a normal console command "defineCommand"?
|
|
void trap_AddCommand( const char *cmdName );
|
|
void trap_RemoveCommand( const char *cmdName );
|
|
|
|
// send a string to the server over the network
|
|
void trap_SendClientCommand( const char *s );
|
|
|
|
// force a screen update, only used during gamestate load
|
|
void trap_UpdateScreen( void );
|
|
|
|
// model collision
|
|
void trap_CM_LoadMap( const char *mapname );
|
|
int trap_CM_NumInlineModels( void );
|
|
clipHandle_t trap_CM_InlineModel( int index ); // 0 = world, 1+ = bmodels
|
|
clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs );
|
|
int trap_CM_PointContents( const vec3_t p, clipHandle_t model );
|
|
int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles );
|
|
void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
|
|
const vec3_t mins, const vec3_t maxs,
|
|
clipHandle_t model, int brushmask );
|
|
void trap_CM_CapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end,
|
|
const vec3_t mins, const vec3_t maxs,
|
|
clipHandle_t model, int brushmask );
|
|
void trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
|
|
const vec3_t mins, const vec3_t maxs,
|
|
clipHandle_t model, int brushmask,
|
|
const vec3_t origin, const vec3_t angles );
|
|
void trap_CM_TransformedCapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end,
|
|
const vec3_t mins, const vec3_t maxs,
|
|
clipHandle_t model, int brushmask,
|
|
const vec3_t origin, const vec3_t angles );
|
|
|
|
// Returns the projection of a polygon onto the solid brushes in the world
|
|
int trap_CM_MarkFragments( int numPoints, const vec3_t *points,
|
|
const vec3_t projection,
|
|
int maxPoints, vec3_t pointBuffer,
|
|
int maxFragments, markFragment_t *fragmentBuffer );
|
|
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// normal sounds will have their volume dynamically changed as their entity
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// moves and the listener moves
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void trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
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void trap_S_StopLoopingSound(int entnum);
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// a local sound is always played full volume
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void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum );
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void trap_S_ClearLoopingSounds( qboolean killall );
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void trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
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void trap_S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
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void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin );
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// respatialize recalculates the volumes of sound as they should be heard by the
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// given entityNum and position
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void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
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sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed ); // returns buzz if not found
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void trap_S_StartBackgroundTrack( const char *intro, const char *loop ); // empty name stops music
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void trap_S_StopBackgroundTrack( void );
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void trap_R_LoadWorldMap( const char *mapname );
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// all media should be registered during level startup to prevent
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// hitches during gameplay
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qhandle_t trap_R_RegisterModel( const char *name ); // returns rgb axis if not found
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qhandle_t trap_R_RegisterSkin( const char *name ); // returns all white if not found
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qhandle_t trap_R_RegisterShader( const char *name ); // returns all white if not found
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qhandle_t trap_R_RegisterShaderNoMip( const char *name ); // returns all white if not found
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// a scene is built up by calls to R_ClearScene and the various R_Add functions.
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// Nothing is drawn until R_RenderScene is called.
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void trap_R_ClearScene( void );
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void trap_R_AddRefEntityToScene( const refEntity_t *re );
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// polys are intended for simple wall marks, not really for doing
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// significant construction
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void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts );
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void trap_R_AddPolysToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int numPolys );
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void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
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void trap_R_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b );
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int trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
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void trap_R_RenderScene( const refdef_t *fd );
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void trap_R_SetColor( const float *rgba ); // NULL = 1,1,1,1
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void trap_R_DrawStretchPic( float x, float y, float w, float h,
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float s1, float t1, float s2, float t2, qhandle_t hShader );
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void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
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int trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame,
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float frac, const char *tagName );
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void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset );
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qboolean trap_R_inPVS( const vec3_t p1, const vec3_t p2 );
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// The glconfig_t will not change during the life of a cgame.
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// If it needs to change, the entire cgame will be restarted, because
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// all the qhandle_t are then invalid.
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void trap_GetGlconfig( glconfig_t *glconfig );
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// the gamestate should be grabbed at startup, and whenever a
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// configstring changes
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void trap_GetGameState( gameState_t *gamestate );
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// cgame will poll each frame to see if a newer snapshot has arrived
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// that it is interested in. The time is returned separately so that
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// snapshot latency can be calculated.
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void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime );
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// a snapshot get can fail if the snapshot (or the entties it holds) is so
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// old that it has fallen out of the client system queue
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qboolean trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot );
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// retrieve a text command from the server stream
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// the current snapshot will hold the number of the most recent command
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// qfalse can be returned if the client system handled the command
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// argc() / argv() can be used to examine the parameters of the command
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qboolean trap_GetServerCommand( int serverCommandNumber );
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// returns the most recent command number that can be passed to GetUserCmd
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// this will always be at least one higher than the number in the current
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// snapshot, and it may be quite a few higher if it is a fast computer on
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// a lagged connection
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int trap_GetCurrentCmdNumber( void );
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qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd );
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// used for the weapon select and zoom
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void trap_SetUserCmdValue( int stateValue, float sensitivityScale );
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// aids for VM testing
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void testPrintInt( char *string, int i );
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void testPrintFloat( char *string, float f );
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int trap_MemoryRemaining( void );
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void trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font);
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qboolean trap_Key_IsDown( int keynum );
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int trap_Key_GetCatcher( void );
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void trap_Key_SetCatcher( int catcher );
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int trap_Key_GetKey( const char *binding );
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typedef enum {
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SYSTEM_PRINT,
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CHAT_PRINT,
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TEAMCHAT_PRINT
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} q3print_t;
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int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits);
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e_status trap_CIN_StopCinematic(int handle);
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e_status trap_CIN_RunCinematic (int handle);
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void trap_CIN_DrawCinematic (int handle);
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void trap_CIN_SetExtents (int handle, int x, int y, int w, int h);
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int trap_RealTime(qtime_t *qtime);
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void trap_SnapVector( float *v );
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qboolean trap_loadCamera(const char *name);
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void trap_startCamera(int time);
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qboolean trap_getCameraInfo(int time, vec3_t *origin, vec3_t *angles);
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qboolean trap_GetEntityToken( char *buffer, int bufferSize );
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void CG_ClearParticles (void);
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void CG_AddParticles (void);
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void CG_ParticleSnow (qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum);
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void CG_ParticleSmoke (qhandle_t pshader, centity_t *cent);
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void CG_AddParticleShrapnel (localEntity_t *le);
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void CG_ParticleSnowFlurry (qhandle_t pshader, centity_t *cent);
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void CG_ParticleBulletDebris (vec3_t org, vec3_t vel, int duration);
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void CG_ParticleSparks (vec3_t org, vec3_t vel, int duration, float x, float y, float speed);
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void CG_ParticleDust (centity_t *cent, vec3_t origin, vec3_t dir);
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void CG_ParticleMisc (qhandle_t pshader, vec3_t origin, int size, int duration, float alpha);
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void CG_ParticleExplosion (char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd);
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|
extern qboolean initparticles;
|
|
int CG_NewParticleArea ( int num );
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