jediacademy/codemp/ghoul2/ghoul2_shared.h

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2013-04-04 22:35:38 +00:00
#if defined (_MSC_VER) && (_MSC_VER >= 1020)
#pragma once
#endif
#if !defined(GHOUL2_SHARED_H_INC)
#define GHOUL2_SHARED_H_INC
/*
Ghoul2 Insert Start
*/
#pragma warning (push, 3) //go back down to 3 for the stl include
#include <vector>
#include <map>
#pragma warning (pop)
using namespace std;
/*
Ghoul2 Insert End
*/
#define MDXABONEDEF
#include "../renderer/mdx_format.h"
struct model_s;
//rww - RAGDOLL_BEGIN
#define G2T_SV_TIME (0)
#define G2T_CG_TIME (1)
#define NUM_G2T_TIME (2)
void G2API_SetTime(int currentTime,int clock);
int G2API_GetTime(int argTime); // this may or may not return arg depending on ghoul2_time cvar
//rww - RAGDOLL_END
//===================================================================
//
// G H O U L I I D E F I N E S
//
// we save the whole surfaceInfo_t struct
struct surfaceInfo_t
{
int offFlags; // what the flags are for this model
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
float genBarycentricJ; // point 0 barycentric coors
float genBarycentricI; // point 1 barycentric coors - point 2 is 1 - point0 - point1
int genPolySurfaceIndex; // used to point back to the original surface and poly if this is a generated surface
int genLod; // used to determine original lod of original surface and poly hit location
surfaceInfo_t():
offFlags(0),
surface(0),
genBarycentricJ(0),
genBarycentricI(0),
genPolySurfaceIndex(0),
genLod(0)
{}
};
#define MDXABONEDEF // used in the mdxformat.h file to stop redefinitions of the bone struct.
// we save the whole structure here.
struct boneInfo_t
{
int boneNumber; // what bone are we overriding?
mdxaBone_t matrix; // details of bone angle overrides - some are pre-done on the server, some in ghoul2
int flags; // flags for override
int startFrame; // start frame for animation
int endFrame; // end frame for animation NOTE anim actually ends on endFrame+1
int startTime; // time we started this animation
int pauseTime; // time we paused this animation - 0 if not paused
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
float blendFrame; // frame PLUS LERP value to blend from
int blendLerpFrame; // frame to lerp the blend frame with.
int blendTime; // Duration time for blending - used to calc amount each frame of new anim is blended with last frame of the last anim
int blendStart; // Time when blending starts - not necessarily the same as startTime since we might start half way through an anim
int boneBlendTime; // time for duration of bone angle blend with normal animation
int boneBlendStart; // time bone angle blend with normal animation began
int lastTime; // this does not go across the network
mdxaBone_t newMatrix; // This is the lerped matrix that Ghoul2 uses on the client side - does not go across the network
//rww - RAGDOLL_BEGIN
int lastTimeUpdated; // if non-zero this is all intialized
int lastContents;
vec3_t lastPosition;
vec3_t velocityEffector;
vec3_t lastAngles;
vec3_t minAngles;
vec3_t maxAngles;
vec3_t currentAngles;
vec3_t anglesOffset;
vec3_t positionOffset;
float radius;
float weight; // current radius cubed
int ragIndex;
vec3_t velocityRoot; // I am really tired of recomiling the whole game to add a param here
int ragStartTime;
int firstTime;
int firstCollisionTime;
int restTime;
int RagFlags;
int DependentRagIndexMask;
mdxaBone_t originalTrueBoneMatrix;
mdxaBone_t parentTrueBoneMatrix; // figure I will need this sooner or later
mdxaBone_t parentOriginalTrueBoneMatrix; // figure I will need this sooner or later
vec3_t originalOrigin;
vec3_t originalAngles;
vec3_t lastShotDir;
mdxaBone_t *basepose;
mdxaBone_t *baseposeInv;
mdxaBone_t *baseposeParent;
mdxaBone_t *baseposeInvParent;
int parentRawBoneIndex;
mdxaBone_t ragOverrideMatrix; // figure I will need this sooner or later
mdxaBone_t extraMatrix; // figure I will need this sooner or later
vec3_t extraVec1; // I am really tired of recomiling the whole game to add a param here
float extraFloat1;
int extraInt1;
vec3_t ikPosition;
float ikSpeed;
vec3_t epVelocity; //velocity factor, can be set, and is also maintained by physics based on gravity, mass, etc.
float epGravFactor; //gravity factor maintained by bone physics
int solidCount; //incremented every time we try to move and are in solid - if we get out of solid, it is reset to 0
bool physicsSettled; //true when the bone is on ground and finished bouncing, etc. but may still be pushed into solid by other bones
bool snapped; //the bone is broken out of standard constraints
int parentBoneIndex;
float offsetRotation;
//user api overrides
float overGradSpeed;
vec3_t overGoalSpot;
bool hasOverGoal;
mdxaBone_t animFrameMatrix; //matrix for the bone in the desired settling pose -rww
int hasAnimFrameMatrix;
int airTime; //base is in air, be more quick and sensitive about collisions
//rww - RAGDOLL_END
boneInfo_t():
boneNumber(-1),
flags(0),
startFrame(0),
endFrame(0),
startTime(0),
pauseTime(0),
animSpeed(0),
blendFrame(0),
blendLerpFrame(0),
blendTime(0),
blendStart(0),
boneBlendTime(0),
boneBlendStart(0),
lastTime(0),
RagFlags(0)
{
matrix.matrix[0][0] = matrix.matrix[0][1] = matrix.matrix[0][2] = matrix.matrix[0][3] =
matrix.matrix[1][0] = matrix.matrix[1][1] = matrix.matrix[1][2] = matrix.matrix[1][3] =
matrix.matrix[2][0] = matrix.matrix[2][1] = matrix.matrix[2][2] = matrix.matrix[2][3] = 0.0f;
}
};
//we save from top to boltUsed here. Don't bother saving the position, it gets rebuilt every frame anyway
struct boltInfo_t{
int boneNumber; // bone number bolt attaches to
int surfaceNumber; // surface number bolt attaches to
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
int boltUsed; // nor does this
mdxaBone_t position; // this does not go across the network
boltInfo_t():
boneNumber(-1),
surfaceNumber(-1),
surfaceType(0),
boltUsed(0)
{}
};
#ifdef _SOF2
typedef enum
{
PGORE_NONE,
PGORE_ARMOR,
PGORE_BULLETSMALL,
PGORE_BULLETMED,
PGORE_BULLETBIG,
PGORE_HEGRENADE,
PGORE_COUNT
} goreEnum_t;
struct goreEnumShader_t
{
goreEnum_t shaderEnum;
char shaderName[MAX_QPATH];
};
struct SSkinGoreData
{
vec3_t angles;
vec3_t position;
int currentTime;
int entNum;
vec3_t rayDirection; // in world space
vec3_t hitLocation; // in world space
vec3_t scale;
float SSize; // size of splotch in the S texture direction in world units
float TSize; // size of splotch in the T texture direction in world units
float theta; // angle to rotate the splotch
// qhandle_t shader; // handle to shader for gore, this better be rendered after the shader of the underlying surface
// this shader should also have "clamp" mode, not tiled.
goreEnum_t shaderEnum; // enum that'll get switched over to the shader's actual handle
};
#endif // _SOF2
#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
typedef vector <surfaceInfo_t> surfaceInfo_v;
typedef vector <boneInfo_t> boneInfo_v;
typedef vector <boltInfo_t> boltInfo_v;
typedef vector <pair<int,mdxaBone_t> > mdxaBone_v;
// defines for stuff to go into the mflags
#define GHOUL2_NOCOLLIDE 0x001
#define GHOUL2_NORENDER 0x002
#define GHOUL2_NOMODEL 0x004
#define GHOUL2_NEWORIGIN 0x008
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//for transform optimization -rww
#define GHOUL2_ZONETRANSALLOC 0x2000
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class CBoneCache;
// 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.
class CGhoul2Info
{
public:
surfaceInfo_v mSlist;
boltInfo_v mBltlist;
boneInfo_v mBlist;
// save from here
int mModelindex;
qhandle_t mCustomShader;
qhandle_t mCustomSkin;
int mModelBoltLink;
int mSurfaceRoot;
int mLodBias;
int mNewOrigin; // this contains the bolt index of the new origin for this model
#ifdef _G2_GORE
int mGoreSetTag;
#endif
qhandle_t mModel; // this and the next entries do NOT go across the network. They are for gameside access ONLY
char mFileName[MAX_QPATH];
int mAnimFrameDefault;
int mSkelFrameNum;
int mMeshFrameNum;
int mFlags; // used for determining whether to do full collision detection against this object
// to here
int *mTransformedVertsArray; // used to create an array of pointers to transformed verts per surface for collision detection
CBoneCache *mBoneCache;
int mSkin;
// these occasionally are not valid (like after a vid_restart)
// call the questionably efficient G2_SetupModelPointers(this) to insure validity
bool mValid; // all the below are proper and valid
const model_s *currentModel;
int currentModelSize;
const model_s *animModel;
int currentAnimModelSize;
const mdxaHeader_t *aHeader;
#ifdef _G2_LISTEN_SERVER_OPT
int entityNum;
#endif
CGhoul2Info():
mModelindex(-1),
mCustomShader(0),
mCustomSkin(0),
mModelBoltLink(0),
mModel(0),
mSurfaceRoot(0),
mAnimFrameDefault(0),
mSkelFrameNum(-1),
mMeshFrameNum(-1),
mFlags(0),
mTransformedVertsArray(0),
mLodBias(0),
mSkin(0),
mNewOrigin(-1),
#ifdef _G2_GORE
mGoreSetTag(0),
#endif
mBoneCache(0),
currentModel(0),
currentModelSize(0),
animModel(0),
currentAnimModelSize(0),
aHeader(0),
#ifdef _G2_LISTEN_SERVER_OPT
entityNum(ENTITYNUM_NONE),
#endif
mValid(false)
{
mFileName[0] = 0;
}
};
class CGhoul2Info_v;
class IGhoul2InfoArray
{
public:
virtual int New()=0;
virtual void Delete(int handle)=0;
virtual bool IsValid(int handle) const=0;
virtual vector<CGhoul2Info> &Get(int handle)=0;
virtual const vector<CGhoul2Info> &Get(int handle) const=0;
};
IGhoul2InfoArray &TheGhoul2InfoArray();
class CGhoul2Info_v
{
IGhoul2InfoArray &InfoArray() const
{
return TheGhoul2InfoArray();
}
void Alloc()
{
assert(!mItem); //already alloced
mItem=InfoArray().New();
assert(!Array().size());
}
void Free()
{
if (mItem)
{
assert(InfoArray().IsValid(mItem));
InfoArray().Delete(mItem);
mItem=0;
}
}
vector<CGhoul2Info> &Array()
{
assert(InfoArray().IsValid(mItem));
return InfoArray().Get(mItem);
}
const vector<CGhoul2Info> &Array() const
{
assert(InfoArray().IsValid(mItem));
return InfoArray().Get(mItem);
}
public:
int mItem; //dont' be bad and muck with this
CGhoul2Info_v()
{
mItem=0;
}
CGhoul2Info_v(const int item)
{ //be VERY carefull with what you pass in here
mItem=item;
}
~CGhoul2Info_v()
{
Free(); //this had better be taken care of via the clean ghoul2 models call
}
void operator=(const CGhoul2Info_v &other)
{
mItem=other.mItem;
}
void operator=(const int otherItem) //assigning one from the VM side item number
{
mItem=otherItem;
}
void DeepCopy(const CGhoul2Info_v &other)
{
Free();
if (other.mItem)
{
Alloc();
Array()=other.Array();
int i;
for (i=0;i<size();i++)
{
Array()[i].mBoneCache=0;
Array()[i].mTransformedVertsArray=0;
Array()[i].mSkelFrameNum=0;
Array()[i].mMeshFrameNum=0;
}
}
}
CGhoul2Info &operator[](int idx)
{
assert(mItem);
assert(idx>=0&&idx<size());
return Array()[idx];
}
const CGhoul2Info &operator[](int idx) const
{
assert(mItem);
assert(idx>=0&&idx<size());
return Array()[idx];
}
void resize(int num)
{
assert(num>=0);
if (num)
{
if (!mItem)
{
Alloc();
}
}
if (mItem||num)
{
Array().resize(num);
}
}
void clear()
{
Free();
}
void push_back(const CGhoul2Info &model)
{
if (!mItem)
{
Alloc();
}
Array().push_back(model);
}
int size() const
{
if (!IsValid())
{
return 0;
}
return Array().size();
}
bool IsValid() const
{
return InfoArray().IsValid(mItem);
}
void kill()
{
// this scary method zeros the infovector handle without actually freeing it
// it is used for some places where a copy is made, but we don't want to go through the trouble
// of making a deep copy
mItem=0;
}
};
// collision detection stuff
#define G2_FRONTFACE 1
#define G2_BACKFACE 0
// calling defines for the trace function
enum EG2_Collision
{
G2_NOCOLLIDE,
G2_COLLIDE,
G2_RETURNONHIT
};
//====================================================================
#endif // GHOUL2_SHARED_H_INC