mirror of
https://github.com/ioquake/jedi-academy.git
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214 lines
4.7 KiB
C
214 lines
4.7 KiB
C
#ifndef _CG_PUBLIC_H
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#define _CG_PUBLIC_H
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#define NUM_EXPLOSION_SHADERS 8
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#define NUM_EXPLOSION_FRAMES 3
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#define CMD_BACKUP 64
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#define CMD_MASK (CMD_BACKUP - 1)
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// allow a lot of command backups for very fast systems
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// multiple commands may be combined into a single packet, so this
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// needs to be larger than PACKET_BACKUP
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#define MAX_ENTITIES_IN_SNAPSHOT 512
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#define SNAPFLAG_RATE_DELAYED 1 // the server withheld a packet to save bandwidth
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#define SNAPFLAG_DROPPED_COMMANDS 2 // the server lost some cmds coming from the client
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// snapshots are a view of the server at a given time
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// Snapshots are generated at regular time intervals by the server,
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// but they may not be sent if a client's rate level is exceeded, or
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// they may be dropped by the network.
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struct snapshot_s
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{
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int snapFlags; // SNAPFLAG_RATE_DELAYED, SNAPFLAG_DROPPED_COMMANDS
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int ping;
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int serverTime; // server time the message is valid for (in msec)
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byte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
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int cmdNum; // the next cmdNum the server is expecting
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// client side prediction should start with this cmd
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playerState_t ps; // complete information about the current player at this time
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int numEntities; // all of the entities that need to be presented
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entityState_t entities[MAX_ENTITIES_IN_SNAPSHOT]; // at the time of this snapshot
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int numConfigstringChanges; // configstrings that have changed since the last
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int configstringNum; // acknowledged snapshot_t (which is usually NOT the previous snapshot!)
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int numServerCommands; // text based server commands to execute when this
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int serverCommandSequence; // snapshot becomes current
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};
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typedef snapshot_s snapshot_t;
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/*
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==================================================================
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functions imported from the main executable
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==================================================================
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*/
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#define CGAME_IMPORT_API_VERSION 4
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typedef enum {
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CG_PRINT,
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CG_ERROR,
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CG_MILLISECONDS,
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CG_CVAR_REGISTER,
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CG_CVAR_UPDATE,
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CG_CVAR_SET,
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CG_ARGC,
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CG_ARGV,
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CG_ARGS,
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CG_FS_FOPENFILE,
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CG_FS_READ,
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CG_FS_WRITE,
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CG_FS_FCLOSEFILE,
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CG_SENDCONSOLECOMMAND,
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CG_ADDCOMMAND,
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CG_SENDCLIENTCOMMAND,
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CG_UPDATESCREEN,
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CG_RMG_INIT,
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CG_CM_REGISTER_TERRAIN,
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CG_RE_INIT_RENDERER_TERRAIN,
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CG_CM_LOADMAP,
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CG_CM_NUMINLINEMODELS,
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CG_CM_INLINEMODEL,
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CG_CM_TEMPBOXMODEL,
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CG_CM_POINTCONTENTS,
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CG_CM_TRANSFORMEDPOINTCONTENTS,
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CG_CM_BOXTRACE,
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CG_CM_TRANSFORMEDBOXTRACE,
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CG_CM_MARKFRAGMENTS,
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CG_CM_SNAPPVS,
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CG_S_STARTSOUND,
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CG_S_STARTLOCALSOUND,
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CG_S_CLEARLOOPINGSOUNDS,
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CG_S_ADDLOOPINGSOUND,
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CG_S_STOPSOUNDS,
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CG_S_UPDATEENTITYPOSITION,
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CG_S_RESPATIALIZE,
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CG_S_REGISTERSOUND,
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CG_S_STARTBACKGROUNDTRACK,
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#ifdef _IMMERSION
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CG_FF_START,
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CG_FF_STOP,
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CG_FF_STOPALL,
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CG_FF_SHAKE,
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CG_FF_REGISTER,
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CG_FF_ADDLOOPINGFORCE,
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#else
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CG_FF_STARTFX,
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CG_FF_ENSUREFX,
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CG_FF_STOPFX,
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CG_FF_STOPALLFX,
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#endif // _IMMERSION
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#ifdef _XBOX
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CG_FF_XBOX_SHAKE,
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CG_FF_XBOX_DAMAGE,
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#endif
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CG_R_LOADWORLDMAP,
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CG_R_REGISTERMODEL,
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CG_R_REGISTERSKIN,
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CG_R_REGISTERSHADER,
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CG_R_REGISTERSHADERNOMIP,
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CG_R_REGISTERFONT,
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CG_R_FONTSTRLENPIXELS,
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CG_R_FONTSTRLENCHARS,
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CG_R_FONTHEIGHTPIXELS,
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CG_R_FONTDRAWSTRING,
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CG_LANGUAGE_ISASIAN,
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CG_LANGUAGE_USESSPACES,
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CG_ANYLANGUAGE_READFROMSTRING,
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CG_R_SETREFRACTIONPROP,
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CG_R_CLEARSCENE,
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CG_R_ADDREFENTITYTOSCENE,
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CG_R_INPVS,
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CG_R_GETLIGHTING,
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CG_R_ADDPOLYTOSCENE,
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CG_R_ADDLIGHTTOSCENE,
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CG_R_RENDERSCENE,
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CG_R_SETCOLOR,
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CG_R_DRAWSTRETCHPIC,
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//CG_R_DRAWSCREENSHOT,
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CG_R_MODELBOUNDS,
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CG_R_LERPTAG,
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CG_R_DRAWROTATEPIC,
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CG_R_DRAWROTATEPIC2,
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CG_R_SETRANGEFOG,
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CG_R_LA_GOGGLES,
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CG_R_SCISSOR,
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CG_GETGLCONFIG,
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CG_GETGAMESTATE,
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CG_GETCURRENTSNAPSHOTNUMBER,
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CG_GETSNAPSHOT,
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CG_GETDEFAULTSTATE,
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CG_GETSERVERCOMMAND,
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CG_GETCURRENTCMDNUMBER,
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CG_GETUSERCMD,
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CG_SETUSERCMDVALUE,
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CG_SETUSERCMDANGLES,
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CG_S_UPDATEAMBIENTSET,
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CG_S_ADDLOCALSET,
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CG_AS_PARSESETS,
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CG_AS_ADDENTRY,
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CG_AS_GETBMODELSOUND,
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CG_S_GETSAMPLELENGTH,
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COM_SETORGANGLES,
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/*
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Ghoul2 Insert Start
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*/
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CG_G2_LISTBONES,
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CG_G2_LISTSURFACES,
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CG_G2_HAVEWEGHOULMODELS,
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CG_G2_SETMODELS,
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/*
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Ghoul2 Insert End
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*/
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CG_R_GET_LIGHT_STYLE,
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CG_R_SET_LIGHT_STYLE,
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CG_R_GET_BMODEL_VERTS,
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CG_R_WORLD_EFFECT_COMMAND,
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CG_CIN_PLAYCINEMATIC,
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CG_CIN_STOPCINEMATIC,
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CG_CIN_RUNCINEMATIC,
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CG_CIN_DRAWCINEMATIC,
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CG_CIN_SETEXTENTS,
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CG_Z_MALLOC,
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CG_Z_FREE,
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CG_UI_MENU_RESET,
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CG_UI_MENU_NEW,
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CG_UI_SETACTIVE_MENU,
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CG_UI_MENU_OPENBYNAME,
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CG_UI_PARSE_INT,
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CG_UI_PARSE_STRING,
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CG_UI_PARSE_FLOAT,
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CG_UI_STARTPARSESESSION,
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CG_UI_ENDPARSESESSION,
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CG_UI_PARSEEXT,
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CG_UI_MENUPAINT_ALL,
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CG_UI_MENUCLOSE_ALL,
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CG_UI_STRING_INIT,
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CG_UI_GETMENUINFO,
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CG_SP_GETSTRINGTEXTSTRING,
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CG_UI_GETITEMTEXT,
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CG_UI_GETITEMINFO,
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} cgameImport_t;
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//----------------------------------------------
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#endif // _CG_PUBLIC_H
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