mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-26 06:01:04 +00:00
475 lines
12 KiB
C++
475 lines
12 KiB
C++
#if defined (_MSC_VER) && (_MSC_VER >= 1020)
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#pragma once
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#endif
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#if !defined(GHOUL2_SHARED_H_INC)
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#define GHOUL2_SHARED_H_INC
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/*
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Ghoul2 Insert Start
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*/
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#pragma warning (push, 3) //go back down to 3 for the stl include
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#include <vector>
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#include <map>
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#pragma warning (pop)
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using namespace std;
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/*
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Ghoul2 Insert End
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*/
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#define MDXABONEDEF
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#include "../renderer/mdx_format.h"
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struct model_s;
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//rww - RAGDOLL_BEGIN
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#define G2T_SV_TIME (0)
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#define G2T_CG_TIME (1)
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#define NUM_G2T_TIME (2)
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void G2API_SetTime(int currentTime,int clock);
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int G2API_GetTime(int argTime); // this may or may not return arg depending on ghoul2_time cvar
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//rww - RAGDOLL_END
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//===================================================================
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//
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// G H O U L I I D E F I N E S
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//
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// we save the whole surfaceInfo_t struct
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struct surfaceInfo_t
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{
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int offFlags; // what the flags are for this model
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int surface; // index into array held inside the model definition of pointers to the actual surface data loaded in - used by both client and game
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float genBarycentricJ; // point 0 barycentric coors
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float genBarycentricI; // point 1 barycentric coors - point 2 is 1 - point0 - point1
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int genPolySurfaceIndex; // used to point back to the original surface and poly if this is a generated surface
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int genLod; // used to determine original lod of original surface and poly hit location
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surfaceInfo_t():
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offFlags(0),
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surface(0),
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genBarycentricJ(0),
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genBarycentricI(0),
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genPolySurfaceIndex(0),
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genLod(0)
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{}
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};
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#define MDXABONEDEF // used in the mdxformat.h file to stop redefinitions of the bone struct.
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// we save the whole structure here.
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struct boneInfo_t
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{
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int boneNumber; // what bone are we overriding?
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mdxaBone_t matrix; // details of bone angle overrides - some are pre-done on the server, some in ghoul2
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int flags; // flags for override
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int startFrame; // start frame for animation
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int endFrame; // end frame for animation NOTE anim actually ends on endFrame+1
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int startTime; // time we started this animation
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int pauseTime; // time we paused this animation - 0 if not paused
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float animSpeed; // speed at which this anim runs. 1.0f means full speed of animation incoming - ie if anim is 20hrtz, we run at 20hrts. If 5hrts, we run at 5 hrts
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float blendFrame; // frame PLUS LERP value to blend from
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int blendLerpFrame; // frame to lerp the blend frame with.
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int blendTime; // Duration time for blending - used to calc amount each frame of new anim is blended with last frame of the last anim
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int blendStart; // Time when blending starts - not necessarily the same as startTime since we might start half way through an anim
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int boneBlendTime; // time for duration of bone angle blend with normal animation
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int boneBlendStart; // time bone angle blend with normal animation began
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int lastTime; // this does not go across the network
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mdxaBone_t newMatrix; // This is the lerped matrix that Ghoul2 uses on the client side - does not go across the network
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//rww - RAGDOLL_BEGIN
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int lastTimeUpdated; // if non-zero this is all intialized
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int lastContents;
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vec3_t lastPosition;
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vec3_t velocityEffector;
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vec3_t lastAngles;
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vec3_t minAngles;
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vec3_t maxAngles;
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vec3_t currentAngles;
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vec3_t anglesOffset;
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vec3_t positionOffset;
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float radius;
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float weight; // current radius cubed
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int ragIndex;
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vec3_t velocityRoot; // I am really tired of recomiling the whole game to add a param here
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int ragStartTime;
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int firstTime;
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int firstCollisionTime;
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int restTime;
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int RagFlags;
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int DependentRagIndexMask;
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mdxaBone_t originalTrueBoneMatrix;
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mdxaBone_t parentTrueBoneMatrix; // figure I will need this sooner or later
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mdxaBone_t parentOriginalTrueBoneMatrix; // figure I will need this sooner or later
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vec3_t originalOrigin;
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vec3_t originalAngles;
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vec3_t lastShotDir;
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mdxaBone_t *basepose;
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mdxaBone_t *baseposeInv;
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mdxaBone_t *baseposeParent;
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mdxaBone_t *baseposeInvParent;
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int parentRawBoneIndex;
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mdxaBone_t ragOverrideMatrix; // figure I will need this sooner or later
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mdxaBone_t extraMatrix; // figure I will need this sooner or later
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vec3_t extraVec1; // I am really tired of recomiling the whole game to add a param here
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float extraFloat1;
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int extraInt1;
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vec3_t ikPosition;
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float ikSpeed;
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vec3_t epVelocity; //velocity factor, can be set, and is also maintained by physics based on gravity, mass, etc.
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float epGravFactor; //gravity factor maintained by bone physics
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int solidCount; //incremented every time we try to move and are in solid - if we get out of solid, it is reset to 0
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bool physicsSettled; //true when the bone is on ground and finished bouncing, etc. but may still be pushed into solid by other bones
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bool snapped; //the bone is broken out of standard constraints
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int parentBoneIndex;
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float offsetRotation;
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//user api overrides
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float overGradSpeed;
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vec3_t overGoalSpot;
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bool hasOverGoal;
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mdxaBone_t animFrameMatrix; //matrix for the bone in the desired settling pose -rww
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int hasAnimFrameMatrix;
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int airTime; //base is in air, be more quick and sensitive about collisions
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//rww - RAGDOLL_END
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boneInfo_t():
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boneNumber(-1),
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flags(0),
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startFrame(0),
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endFrame(0),
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startTime(0),
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pauseTime(0),
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animSpeed(0),
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blendFrame(0),
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blendLerpFrame(0),
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blendTime(0),
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blendStart(0),
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boneBlendTime(0),
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boneBlendStart(0),
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lastTime(0),
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RagFlags(0)
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{
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matrix.matrix[0][0] = matrix.matrix[0][1] = matrix.matrix[0][2] = matrix.matrix[0][3] =
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matrix.matrix[1][0] = matrix.matrix[1][1] = matrix.matrix[1][2] = matrix.matrix[1][3] =
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matrix.matrix[2][0] = matrix.matrix[2][1] = matrix.matrix[2][2] = matrix.matrix[2][3] = 0.0f;
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}
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};
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//we save from top to boltUsed here. Don't bother saving the position, it gets rebuilt every frame anyway
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struct boltInfo_t{
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int boneNumber; // bone number bolt attaches to
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int surfaceNumber; // surface number bolt attaches to
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int surfaceType; // if we attach to a surface, this tells us if it is an original surface or a generated one - doesn't go across the network
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int boltUsed; // nor does this
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mdxaBone_t position; // this does not go across the network
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boltInfo_t():
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boneNumber(-1),
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surfaceNumber(-1),
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surfaceType(0),
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boltUsed(0)
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{}
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};
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#ifdef _SOF2
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typedef enum
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{
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PGORE_NONE,
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PGORE_ARMOR,
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PGORE_BULLETSMALL,
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PGORE_BULLETMED,
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PGORE_BULLETBIG,
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PGORE_HEGRENADE,
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PGORE_COUNT
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} goreEnum_t;
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struct goreEnumShader_t
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{
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goreEnum_t shaderEnum;
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char shaderName[MAX_QPATH];
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};
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struct SSkinGoreData
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{
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vec3_t angles;
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vec3_t position;
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int currentTime;
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int entNum;
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vec3_t rayDirection; // in world space
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vec3_t hitLocation; // in world space
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vec3_t scale;
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float SSize; // size of splotch in the S texture direction in world units
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float TSize; // size of splotch in the T texture direction in world units
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float theta; // angle to rotate the splotch
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// qhandle_t shader; // handle to shader for gore, this better be rendered after the shader of the underlying surface
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// this shader should also have "clamp" mode, not tiled.
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goreEnum_t shaderEnum; // enum that'll get switched over to the shader's actual handle
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};
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#endif // _SOF2
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#define MAX_GHOUL_COUNT_BITS 8 // bits required to send across the MAX_G2_MODELS inside of the networking - this is the only restriction on ghoul models possible per entity
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typedef vector <surfaceInfo_t> surfaceInfo_v;
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typedef vector <boneInfo_t> boneInfo_v;
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typedef vector <boltInfo_t> boltInfo_v;
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typedef vector <pair<int,mdxaBone_t> > mdxaBone_v;
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// defines for stuff to go into the mflags
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#define GHOUL2_NOCOLLIDE 0x001
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#define GHOUL2_NORENDER 0x002
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#define GHOUL2_NOMODEL 0x004
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#define GHOUL2_NEWORIGIN 0x008
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//for transform optimization -rww
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#define GHOUL2_ZONETRANSALLOC 0x2000
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class CBoneCache;
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// NOTE order in here matters. We save out from mModelindex to mFlags, but not the STL vectors that are at the top or the bottom.
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class CGhoul2Info
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{
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public:
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surfaceInfo_v mSlist;
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boltInfo_v mBltlist;
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boneInfo_v mBlist;
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// save from here
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int mModelindex;
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qhandle_t mCustomShader;
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qhandle_t mCustomSkin;
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int mModelBoltLink;
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int mSurfaceRoot;
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int mLodBias;
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int mNewOrigin; // this contains the bolt index of the new origin for this model
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#ifdef _G2_GORE
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int mGoreSetTag;
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#endif
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qhandle_t mModel; // this and the next entries do NOT go across the network. They are for gameside access ONLY
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char mFileName[MAX_QPATH];
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int mAnimFrameDefault;
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int mSkelFrameNum;
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int mMeshFrameNum;
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int mFlags; // used for determining whether to do full collision detection against this object
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// to here
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int *mTransformedVertsArray; // used to create an array of pointers to transformed verts per surface for collision detection
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CBoneCache *mBoneCache;
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int mSkin;
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// these occasionally are not valid (like after a vid_restart)
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// call the questionably efficient G2_SetupModelPointers(this) to insure validity
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bool mValid; // all the below are proper and valid
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const model_s *currentModel;
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int currentModelSize;
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const model_s *animModel;
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int currentAnimModelSize;
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const mdxaHeader_t *aHeader;
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#ifdef _G2_LISTEN_SERVER_OPT
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int entityNum;
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#endif
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CGhoul2Info():
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mModelindex(-1),
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mCustomShader(0),
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mCustomSkin(0),
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mModelBoltLink(0),
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mModel(0),
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mSurfaceRoot(0),
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mAnimFrameDefault(0),
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mSkelFrameNum(-1),
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mMeshFrameNum(-1),
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mFlags(0),
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mTransformedVertsArray(0),
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mLodBias(0),
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mSkin(0),
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mNewOrigin(-1),
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#ifdef _G2_GORE
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mGoreSetTag(0),
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#endif
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mBoneCache(0),
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currentModel(0),
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currentModelSize(0),
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animModel(0),
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currentAnimModelSize(0),
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aHeader(0),
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#ifdef _G2_LISTEN_SERVER_OPT
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entityNum(ENTITYNUM_NONE),
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#endif
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mValid(false)
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{
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mFileName[0] = 0;
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}
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};
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class CGhoul2Info_v;
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class IGhoul2InfoArray
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{
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public:
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virtual int New()=0;
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virtual void Delete(int handle)=0;
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virtual bool IsValid(int handle) const=0;
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virtual vector<CGhoul2Info> &Get(int handle)=0;
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virtual const vector<CGhoul2Info> &Get(int handle) const=0;
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};
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IGhoul2InfoArray &TheGhoul2InfoArray();
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class CGhoul2Info_v
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{
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IGhoul2InfoArray &InfoArray() const
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{
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return TheGhoul2InfoArray();
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}
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void Alloc()
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{
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assert(!mItem); //already alloced
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mItem=InfoArray().New();
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assert(!Array().size());
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}
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void Free()
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{
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if (mItem)
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{
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assert(InfoArray().IsValid(mItem));
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InfoArray().Delete(mItem);
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mItem=0;
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}
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}
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vector<CGhoul2Info> &Array()
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{
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assert(InfoArray().IsValid(mItem));
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return InfoArray().Get(mItem);
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}
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const vector<CGhoul2Info> &Array() const
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{
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assert(InfoArray().IsValid(mItem));
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return InfoArray().Get(mItem);
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}
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public:
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int mItem; //dont' be bad and muck with this
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CGhoul2Info_v()
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{
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mItem=0;
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}
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CGhoul2Info_v(const int item)
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{ //be VERY carefull with what you pass in here
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mItem=item;
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}
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~CGhoul2Info_v()
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{
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Free(); //this had better be taken care of via the clean ghoul2 models call
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}
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void operator=(const CGhoul2Info_v &other)
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{
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mItem=other.mItem;
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}
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void operator=(const int otherItem) //assigning one from the VM side item number
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{
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mItem=otherItem;
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}
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void DeepCopy(const CGhoul2Info_v &other)
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{
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Free();
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if (other.mItem)
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{
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Alloc();
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Array()=other.Array();
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int i;
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for (i=0;i<size();i++)
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{
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Array()[i].mBoneCache=0;
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Array()[i].mTransformedVertsArray=0;
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Array()[i].mSkelFrameNum=0;
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Array()[i].mMeshFrameNum=0;
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}
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}
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}
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CGhoul2Info &operator[](int idx)
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{
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assert(mItem);
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assert(idx>=0&&idx<size());
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return Array()[idx];
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}
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const CGhoul2Info &operator[](int idx) const
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{
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assert(mItem);
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assert(idx>=0&&idx<size());
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return Array()[idx];
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}
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void resize(int num)
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{
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assert(num>=0);
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if (num)
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{
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if (!mItem)
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{
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Alloc();
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}
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}
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if (mItem||num)
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{
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Array().resize(num);
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}
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}
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void clear()
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{
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Free();
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}
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void push_back(const CGhoul2Info &model)
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{
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if (!mItem)
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{
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Alloc();
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}
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Array().push_back(model);
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}
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int size() const
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{
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if (!IsValid())
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{
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return 0;
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}
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return Array().size();
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}
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bool IsValid() const
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{
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return InfoArray().IsValid(mItem);
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}
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void kill()
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{
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// this scary method zeros the infovector handle without actually freeing it
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// it is used for some places where a copy is made, but we don't want to go through the trouble
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// of making a deep copy
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mItem=0;
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}
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};
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// collision detection stuff
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#define G2_FRONTFACE 1
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#define G2_BACKFACE 0
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// calling defines for the trace function
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enum EG2_Collision
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{
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G2_NOCOLLIDE,
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G2_COLLIDE,
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G2_RETURNONHIT
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};
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//====================================================================
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#endif // GHOUL2_SHARED_H_INC
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