jedioutcast/code/cgame/cg_local.h

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2013-04-04 14:52:42 +00:00
#ifndef __CG_LOCAL_H__
#define __CG_LOCAL_H__
#include "../game/q_shared.h"
// define GAME_INCLUDE so that g_public.h does not define the
// short, server-visible gclient_t and gentity_t structures,
// because we define the full size ones in this file
#define GAME_INCLUDE
#include "../game/g_shared.h"
#include "cg_camera.h"
// The entire cgame module is unloaded and reloaded on each level change,
// so there is NO persistant data between levels on the client side.
// If you absolutely need something stored, it can either be kept
// by the server in the server stored userinfos, or stashed in a cvar.
#define POWERUP_BLINKS 5
#define POWERUP_BLINK_TIME 1000
#define FADE_TIME 200
#define PULSE_TIME 200
#define DAMAGE_DEFLECT_TIME 100
#define DAMAGE_RETURN_TIME 400
#define DAMAGE_TIME 500
#define LAND_DEFLECT_TIME 150
#define LAND_RETURN_TIME 300
#define STEP_TIME 200
#define DUCK_TIME 100
#define PAIN_TWITCH_TIME 200
#define WEAPON_SELECT_TIME 1400
#define ITEM_SCALEUP_TIME 1000
// Zoom vars
#define ZOOM_TIME 150 // not currently used?
#define MAX_ZOOM_FOV 3.0f
#define ZOOM_IN_TIME 1500.0f
#define ZOOM_OUT_TIME 100.0f
#define ZOOM_START_PERCENT 0.3f
#define ITEM_BLOB_TIME 200
#define MUZZLE_FLASH_TIME 20
#define FRAG_FADE_TIME 1000 // time for fragments to fade away
#define PULSE_SCALE 1.5 // amount to scale up the icons when activating
#define MAX_STEP_CHANGE 32
#define MAX_VERTS_ON_POLY 10
#define MAX_MARK_POLYS 256
#define STAT_MINUS 10 // num frame for '-' stats digit
#define ICON_SIZE 48
#define CHAR_WIDTH 32
#define CHAR_HEIGHT 48
#define TEXT_ICON_SPACE 4
#define CHARSMALL_WIDTH 16
#define CHARSMALL_HEIGHT 32
// very large characters
#define GIANT_WIDTH 32
#define GIANT_HEIGHT 48
#define MAX_PRINTTEXT 128
#define MAX_CAPTIONTEXT 64
#define MAX_LCARSTEXT 128
#define NUM_FONT_BIG 1
#define NUM_FONT_SMALL 2
#define NUM_FONT_CHUNKY 3
#define CS_BASIC 0
#define CS_COMBAT 1
#define CS_EXTRA 2
#define CS_JEDI 3
//=================================================
// player entities need to track more information
// than any other type of entity.
// note that not every player entity is a client entity,
// because corpses after respawn are outside the normal
// client numbering range
// when changing animation, set animationTime to frameTime + lerping time
// The current lerp will finish out, then it will lerp to the new animation
typedef struct {
int oldFrame;
int oldFrameTime; // time when ->oldFrame was exactly on
int frame;
int frameTime; // time when ->frame will be exactly on
float backlerp;
float yawAngle;
qboolean yawing;
float pitchAngle;
qboolean pitching;
int animationNumber;
animation_t *animation;
int animationTime; // time when the first frame of the animation will be exact
} lerpFrame_t;
typedef struct {
lerpFrame_t legs, torso;
int painTime;
int painDirection; // flip from 0 to 1
// For persistent beam weapons, so they don't play their start sound more than once
qboolean lightningFiring;
// machinegun spinning
float barrelAngle;
int barrelTime;
qboolean barrelSpinning;
} playerEntity_t;
//=================================================
// centity_t have a direct corespondence with gentity_t in the game, but
// only the entityState_t is directly communicated to the cgame
struct centity_s
{
entityState_t currentState; // from cg.frame
entityState_t nextState; // from cg.nextFrame, if available
qboolean interpolate; // true if next is valid to interpolate to
qboolean currentValid; // true if cg.frame holds this entity
int muzzleFlashTime; // move to playerEntity?
qboolean altFire; // move to playerEntity?
int previousEvent;
int teleportFlag;
int trailTime; // so missile trails can handle dropped initial packets
int miscTime;
playerEntity_t pe;
int errorTime; // decay the error from this time
vec3_t errorOrigin;
vec3_t errorAngles;
qboolean extrapolated; // false if origin / angles is an interpolation
vec3_t rawOrigin;
vec3_t rawAngles;
vec3_t beamEnd;
// exact interpolated position of entity on this frame
vec3_t lerpOrigin;
vec3_t lerpAngles;
//Pointer to corresponding gentity
gentity_t *gent;
};
typedef centity_s centity_t;
//======================================================================
// local entities are created as a result of events or predicted actions,
// and live independently from all server transmitted entities
typedef struct markPoly_s {
struct markPoly_s *prevMark, *nextMark;
int time;
qhandle_t markShader;
qboolean alphaFade; // fade alpha instead of rgb
float color[4];
poly_t poly;
polyVert_t verts[MAX_VERTS_ON_POLY];
} markPoly_t;
typedef enum {
LE_MARK,
LE_FADE_MODEL,
LE_FADE_SCALE_MODEL, // currently only for Demp2 shock sphere
LE_FRAGMENT,
LE_PUFF,
LE_FADE_RGB,
LE_LIGHT,
LE_LINE,
LE_QUAD,
LE_SPRITE,
} leType_t;
typedef enum {
LEF_PUFF_DONT_SCALE = 0x0001, // do not scale size over time
LEF_TUMBLE = 0x0002, // tumble over time, used for ejecting shells
LEF_FADE_RGB = 0x0004, // explicitly fade
LEF_NO_RANDOM_ROTATE= 0x0008 // MakeExplosion adds random rotate which could be bad in some cases
} leFlag_t;
typedef enum
{
LEBS_NONE,
LEBS_METAL,
LEBS_ROCK
} leBounceSound_t; // fragment local entities can make sounds on impacts
typedef struct localEntity_s {
struct localEntity_s *prev, *next;
leType_t leType;
int leFlags;
int startTime;
int endTime;
float lifeRate; // 1.0 / (endTime - startTime)
trajectory_t pos;
trajectory_t angles;
float bounceFactor; // 0.0 = no bounce, 1.0 = perfect
float color[4];
float radius;
float light;
vec3_t lightColor;
leBounceSound_t leBounceSoundType;
refEntity_t refEntity;
int ownerGentNum;
} localEntity_t;
//======================================================================
// each IT_* item has an associated itemInfo_t
// that constains media references necessary to present the
// item and its effects
typedef struct {
qboolean registered;
qhandle_t models;
qhandle_t icon;
} itemInfo_t;
typedef struct {
int itemNum;
} powerupInfo_t;
typedef struct {
//NOTE: these probably get cleared in save/load!!!
int thirdPersonEntity; //who to center on
float thirdPersonRange; //how far to be from them
float thirdPersonAngle; //what angle to look at them from
float thirdPersonVertOffset; //how high to be above them
float thirdPersonPitchOffset; //what offset pitch to apply the the camera view
float fov; //what fov to use
//NOTE: could put Alpha and HorzOffset and the target & camera damps, but no-one is trying to override those, so...
} overrides_t;
//======================================================================
// all cg.stepTime, cg.duckTime, cg.landTime, etc are set to cg.time when the action
// occurs, and they will have visible effects for #define STEP_TIME or whatever msec after
typedef struct {
int clientFrame; // incremented each frame
qboolean levelShot; // taking a level menu screenshot
// there are only one or two snapshot_t that are relevent at a time
int latestSnapshotNum; // the number of snapshots the client system has received
int latestSnapshotTime; // the time from latestSnapshotNum, so we don't need to read the snapshot yet
int processedSnapshotNum;// the number of snapshots cgame has requested
snapshot_t *snap; // cg.snap->serverTime <= cg.time
snapshot_t *nextSnap; // cg.nextSnap->serverTime > cg.time, or NULL
float frameInterpolation; // (float)( cg.time - cg.frame->serverTime ) / (cg.nextFrame->serverTime - cg.frame->serverTime)
qboolean thisFrameTeleport;
qboolean nextFrameTeleport;
int frametime; // cg.time - cg.oldTime
int time; // this is the time value that the client
// is rendering at.
int oldTime; // time at last frame, used for missile trails and prediction checking
int timelimitWarnings; // 5 min, 1 min, overtime
qboolean renderingThirdPerson; // during deaths, chasecams, etc
// prediction state
qboolean hyperspace; // true if prediction has hit a trigger_teleport
playerState_t predicted_player_state;
qboolean validPPS; // clear until the first call to CG_PredictPlayerState
int predictedErrorTime;
vec3_t predictedError;
float stepChange; // for stair up smoothing
int stepTime;
float duckChange; // for duck viewheight smoothing
int duckTime;
float landChange; // for landing hard
int landTime;
// input state sent to server
int weaponSelect;
int saberAnimLevelPending;
// auto rotating items
vec3_t autoAngles;
vec3_t autoAxis[3];
vec3_t autoAnglesFast;
vec3_t autoAxisFast[3];
// view rendering
refdef_t refdef;
vec3_t refdefViewAngles; // will be converted to refdef.viewaxis
// zoom key
int zoomMode; // 0 - not zoomed, 1 - binoculars, 2 - disruptor weapon
int zoomDir; // -1, 1
int zoomTime;
qboolean zoomLocked;
// gonk use
int batteryChargeTime;
// FIXME:
int forceCrosshairStartTime;
int forceCrosshairEndTime;
// information screen text during loading
char infoScreenText[MAX_STRING_CHARS];
qboolean showInformation;
// centerprinting
int centerPrintTime;
int centerPrintY;
char centerPrint[1024];
int centerPrintLines;
// Scrolling text, caption text and LCARS text use this
char printText[MAX_PRINTTEXT][128];
int printTextY;
char captionText[MAX_CAPTIONTEXT][128];
int captionTextY;
int scrollTextLines; // Number of lines being printed
int scrollTextTime;
int captionNextTextTime;
int captionTextCurrentLine;
int captionTextTime;
int captionLetterTime;
int gameNextTextTime;
int gameTextCurrentLine;
int gameTextTime;
int gameTextSpeaker;
int gameTextEntNum;
int gameLetterTime;
// For flashing health armor counter
int oldhealth;
int oldHealthTime;
int oldarmor;
int oldArmorTime;
int oldammo;
int oldAmmoTime;
// low ammo warning state
int lowAmmoWarning; // 1 = low, 2 = empty
// crosshair client ID
int crosshairClientNum; //who you're looking at
int crosshairClientTime; //last time you looked at them
// powerup active flashing
int powerupActive;
int powerupTime;
//==========================
int creditsStart;
int itemPickup;
int itemPickupTime;
int itemPickupBlendTime; // the pulse around the crosshair is timed seperately
float iconHUDPercent; // How far into opening sequence the icon HUD is
int iconSelectTime; // How long the Icon HUD has been active
qboolean iconHUDActive;
int DataPadInventorySelect; // Current inventory item chosen on Data Pad
int DataPadWeaponSelect; // Current weapon item chosen on Data Pad
int DataPadforcepowerSelect; // Current force power chosen on Data Pad
qboolean messageLitActive; // Flag to show of message lite is active
int weaponSelectTime;
int weaponAnimation;
int weaponAnimationTime;
int inventorySelect; // Current inventory item chosen
int inventorySelectTime;
int forcepowerSelect; // Current force power chosen
int forcepowerSelectTime;
// 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;
int loadLCARSStage;
int missionInfoFlashTime;
qboolean missionStatusShow;
int missionStatusShowTime;
int missionStatusDeadTime;
int HUDTickFlashTime;
qboolean HUDArmorFlag;
qboolean HUDHealthFlag;
// view movement
float v_dmg_time;
float v_dmg_pitch;
float v_dmg_roll;
int wonkyTime; // when interrogator gets you, wonky time controls "drugged" camera view.
vec3_t kick_angles; // weapon kicks
vec3_t kick_origin;
// temp working variables for player view
float bobfracsin;
int bobcycle;
float xyspeed;
// development tool
char testModelName[MAX_QPATH];
qboolean testGun;
/*
Ghoul2 Insert Start
*/
int testModel;
// had to be moved so we wouldn't wipe these out with the memset - these have STL in them and shouldn't be cleared that way
snapshot_t activeSnapshots[2];
refEntity_t testModelEntity;
/*
Ghoul2 Insert End
*/
overrides_t overrides; //for overriding certain third-person camera properties
} cg_t;
extern int showPowers[8];
//==============================================================================
#define SG_OFF 0
#define SG_STRING 1
#define SG_GRAPHIC 2
#define SG_NUMBER 3
#define SG_VAR 4
typedef struct
{
int type; // STRING or GRAPHIC
float timer; // When it changes
int x; // X position
int y; // Y positon
int width; // Graphic width
int height; // Graphic height
char *file; // File name of graphic/ text if STRING
int ingameEnum; // Index to ingame_text[]
qhandle_t graphic; // Handle of graphic if GRAPHIC
int min; //
int max;
int target; // Final value
int inc;
int style;
int color; // Normal color
void *pointer; // To an address
} screengraphics_s;
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_paused;
extern vmCvar_t cg_drawTimer;
extern vmCvar_t cg_drawFPS;
extern vmCvar_t cg_drawSnapshot;
extern vmCvar_t cg_drawAmmoWarning;
extern vmCvar_t cg_drawCrosshair;
extern vmCvar_t cg_dynamicCrosshair;
extern vmCvar_t cg_crosshairForceHint;
extern vmCvar_t cg_crosshairX;
extern vmCvar_t cg_crosshairY;
extern vmCvar_t cg_crosshairSize;
extern vmCvar_t cg_drawStatus;
extern vmCvar_t cg_draw2D;
extern vmCvar_t cg_animSpeed;
extern vmCvar_t cg_debugAnim;
extern vmCvar_t cg_debugSaber;
extern vmCvar_t cg_debugPosition;
extern vmCvar_t cg_debugEvents;
extern vmCvar_t cg_errorDecay;
extern vmCvar_t cg_noPlayerAnims;
extern vmCvar_t cg_footsteps;
extern vmCvar_t cg_addMarks;
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_autoswitch;
extern vmCvar_t cg_simpleItems;
extern vmCvar_t cg_fov;
extern vmCvar_t cg_missionstatusscreen;
extern vmCvar_t cg_endcredits;
extern vmCvar_t cg_thirdPerson;
extern vmCvar_t cg_thirdPersonRange;
extern vmCvar_t cg_thirdPersonAngle;
extern vmCvar_t cg_thirdPersonPitchOffset;
extern vmCvar_t cg_thirdPersonVertOffset;
extern vmCvar_t cg_thirdPersonCameraDamp;
extern vmCvar_t cg_thirdPersonTargetDamp;
extern vmCvar_t cg_saberAutoThird;
extern vmCvar_t cg_gunAutoFirst;
extern vmCvar_t cg_stereoSeparation;
extern vmCvar_t cg_developer;
extern vmCvar_t cg_timescale;
extern vmCvar_t cg_skippingcin;
extern vmCvar_t cg_pano;
extern vmCvar_t cg_panoNumShots;
extern vmCvar_t fx_freeze;
extern vmCvar_t fx_debug;
extern vmCvar_t cg_missionInfoFlashTime;
extern vmCvar_t cg_hudFiles;
/*
Ghoul2 Insert Start
*/
extern vmCvar_t cg_debugBB;
/*
Ghoul2 Insert End
*/
void CG_NewClientinfo( int clientNum );
//
// cg_main.c
//
const char *CG_ConfigString( int index );
const char *CG_Argv( int arg );
void QDECL CG_Printf( const char *msg, ... );
void QDECL CG_Error( const char *msg, ... );
void CG_StartMusic( qboolean bForceStart );
void CG_UpdateCvars( void );
int CG_CrosshairPlayer( void );
void CG_LoadMenus(const char *menuFile);
//
// 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_DrawActiveFrame( int serverTime, stereoFrame_t stereoView );
/*
Ghoul2 Insert Start
*/
void CG_TestG2Model_f (void);
void CG_TestModelSurfaceOnOff_f(void);
void CG_ListModelSurfaces_f (void);
void CG_ListModelBones_f (void);
void CG_TestModelSetAnglespre_f(void);
void CG_TestModelSetAnglespost_f(void);
void CG_TestModelAnimate_f(void);
/*
Ghoul2 Insert End
*/
//
// cg_drawtools.c
//
#define CG_LEFT 0x00000000 // default
#define CG_CENTER 0x00000001
#define CG_RIGHT 0x00000002
#define CG_FORMATMASK 0x00000007
#define CG_SMALLFONT 0x00000010
#define CG_BIGFONT 0x00000020 // default
#define CG_GIANTFONT 0x00000040
#define CG_DROPSHADOW 0x00000800
#define CG_BLINK 0x00001000
#define CG_INVERSE 0x00002000
#define CG_PULSE 0x00004000
#define CG_UNDERLINE 0x00008000
#define CG_TINYFONT 0x00010000
void CG_FillRect( float x, float y, float width, float height, const float *color );
void CG_Scissor( float x, float y, float width, float height);
void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader );
void CG_DrawPic2( float x, float y, float width, float height, float s1, float t1, float s2, float t2, qhandle_t hShader );
void CG_DrawRotatePic( float x, float y, float width, float height,float angle, qhandle_t hShader );
void CG_DrawRotatePic2( float x, float y, float width, float height,float angle, qhandle_t hShader );
void CG_DrawString( float x, float y, const char *string,
float charWidth, float charHeight, const float *modulate );
void CG_PrintInterfaceGraphics(int min,int max);
void CG_DrawNumField (int x, int y, int width, int value,int charWidth,int charHeight,int style,qboolean zeroFill);
void CG_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color );
void CG_DrawStringExt( int x, int y, const char *string, const float *setColor,
qboolean forceColor, qboolean shadow, int charWidth, int charHeight );
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 );
void CG_TileClear( void );
//
// cg_draw.c
//
void CG_CenterPrint( const char *str, int y );
void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t headAngles );
void CG_DrawActive( stereoFrame_t stereoView );
void CG_ScrollText( const char *str, int iPixelWidth );
void CG_CaptionText( const char *str, int sound, int y );
void CG_CaptionTextStop( void );
void CG_GameText(int y );
//
// cg_text.c
//
void CG_DrawScrollText( void );
void CG_DrawCaptionText( void );
void CG_DrawGameText( void );
void CG_DrawCenterString( void );
//
// cg_player.c
//
void CG_Player( centity_t *cent );
void CG_ResetPlayerEntity( centity_t *cent );
void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cent );
void CG_GetTagWorldPosition( refEntity_t *model, char *tag, vec3_t pos, vec3_t axis[3] );
//
// cg_predict.c
//
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,
const int skipNumber, const int mask, const EG2_Collision eG2TraceType=G2_NOCOLLIDE, const int useLod=0 );
void CG_PredictPlayerState( 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 );
//
// cg_ents.c
//
vec3_t *CG_SetEntitySoundPosition( centity_t *cent );
void CG_AddPacketEntities( void );
void CG_Beam( centity_t *cent, int color );
void CG_Cylinder( vec3_t start, vec3_t end, float radius, vec3_t color );
void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int atTime, vec3_t 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, orientation_t *tagOrient );
/*
Ghoul2 Insert Start
*/
void ScaleModelAxis(refEntity_t *ent);
/*
Ghoul2 Insert End
*/
//
// cg_weapons.c
//
void CG_NextWeapon_f( void );
void CG_PrevWeapon_f( void );
void CG_Weapon_f( void );
void CG_DPNextWeapon_f( void );
void CG_DPPrevWeapon_f( void );
void CG_DPNextInventory_f( void );
void CG_DPPrevInventory_f( void );
void CG_DPNextForcePower_f( void );
void CG_DPPrevForcePower_f( void );
void CG_RegisterWeapon( int weaponNum );
void CG_RegisterItemVisuals( int itemNum );
void CG_RegisterItemSounds( int itemNum );
void CG_FireWeapon( centity_t *cent, qboolean alt_fire );
//void CG_ChargeWeapon( centity_t *cent );
void CG_AddViewWeapon (playerState_t *ps);
void CG_DrawWeaponSelect( void );
void CG_OutOfAmmoChange( void ); // should this be in pmove?
void CG_Chunks( int owner, vec3_t origin, const vec3_t normal, const vec3_t min, const vec3_t maxs,
float speed, int numChunks, material_t chunkType, int customChunk, float baseScale );
//
// 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_MakeExplosion( vec3_t origin, vec3_t dir,
qhandle_t hModel, int numframes, qhandle_t shader, int msec,
qboolean isSprite, float scale = 1.0f );// Overloaded
localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
qhandle_t hModel, int numframes, qhandle_t shader, int msec,
qboolean isSprite, float scale, int flags );// Overloaded
*/
localEntity_t *CG_AddTempLight( vec3_t origin, float scale, vec3_t color, int msec );
void CG_TestLine( vec3_t start, vec3_t end, int time, unsigned int color, int radius);
//
// cg_snapshot.c
//
void CG_ProcessSnapshots( void );
//
// cg_info.c
//
void CG_DrawInformation( void );
//
// cg_scoreboard.c
//
qboolean CG_DrawScoreboard( void );
extern void CG_MissionCompletion(void);
//
// cg_consolecmds.c
//
qboolean CG_ConsoleCommand( void );
void CG_InitConsoleCommands( void );
//
// cg_servercmds.c
//
void CG_ExecuteNewServerCommands( int latestSequence );
void CG_ParseServerinfo( void );
//
// cg_playerstate.c
//
void CG_Respawn( void );
void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops );
//===============================================
//
// system calls
// These functions are how the cgame communicates with the main game system
//
// print message on the local console
void cgi_Printf( const char *fmt );
// abort the game
void cgi_Error( const char *fmt );
// milliseconds should only be used for performance tuning, never
// for anything game related. Get time from the CG_DrawActiveFrame parameter
int cgi_Milliseconds( void );
// console variable interaction
void cgi_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
void cgi_Cvar_Update( vmCvar_t *vmCvar );
void cgi_Cvar_Set( const char *var_name, const char *value );
// ServerCommand and ConsoleCommand parameter access
int cgi_Argc( void );
void cgi_Argv( int n, char *buffer, int bufferLength );
void cgi_Args( char *buffer, int bufferLength );
// filesystem access
// returns length of file
int cgi_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
int cgi_FS_Read( void *buffer, int len, fileHandle_t f );
int cgi_FS_Write( const void *buffer, int len, fileHandle_t f );
void cgi_FS_FCloseFile( fileHandle_t f );
// 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 cgi_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 cgi_AddCommand( const char *cmdName );
// send a string to the server over the network
void cgi_SendClientCommand( const char *s );
// force a screen update, only used during gamestate load
void cgi_UpdateScreen( void );
// model collision
void cgi_CM_LoadMap( const char *mapname );
int cgi_CM_NumInlineModels( void );
clipHandle_t cgi_CM_InlineModel( int index ); // 0 = world, 1+ = bmodels
clipHandle_t cgi_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs );
int cgi_CM_PointContents( const vec3_t p, clipHandle_t model );
int cgi_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles );
void cgi_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 cgi_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 );
// Returns the projection of a polygon onto the solid brushes in the world
int cgi_CM_MarkFragments( int numPoints, const vec3_t *points,
const vec3_t projection,
int maxPoints, vec3_t pointBuffer,
int maxFragments, markFragment_t *fragmentBuffer );
// normal sounds will have their volume dynamically changed as their entity
// moves and the listener moves
void cgi_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
// a local sound is always played full volume
void cgi_S_StartLocalSound( sfxHandle_t sfx, int channelNum );
void cgi_S_ClearLoopingSounds( void );
void cgi_S_AddLoopingSound(int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
void cgi_S_UpdateEntityPosition( int entityNum, const vec3_t origin );
// repatialize recalculates the volumes of sound as they should be heard by the
// given entityNum and position
void cgi_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], qboolean inwater );
sfxHandle_t cgi_S_RegisterSound( const char *sample ); // returns buzz if not found
void cgi_S_StartBackgroundTrack( const char *intro, const char *loop, qboolean bForceStart ); // empty name stops music
float cgi_S_GetSampleLength( sfxHandle_t sfx);
// I've made these into ints instead of original typedefs to cut down on rebuild time
// if I update the module they're in. No point in rebuilding all CGAME modules...
//
void cgi_FF_StartFX( int iFX );
void cgi_FF_EnsureFX( int iFX );
void cgi_FF_StopFX( int iFX );
void cgi_FF_StopAllFX( void );
void cgi_R_LoadWorldMap( const char *mapname );
// all media should be registered during level startup to prevent
// hitches during gameplay
qhandle_t cgi_R_RegisterModel( const char *name ); // returns rgb axis if not found
qhandle_t cgi_R_RegisterSkin( const char *name );
qhandle_t cgi_R_RegisterShader( const char *name ); // returns default shader if not found
qhandle_t cgi_R_RegisterShaderNoMip( const char *name ); // returns all white if not found
qhandle_t cgi_R_RegisterFont( const char *name );
int cgi_R_Font_StrLenPixels(const char *text, const int iFontIndex, const float scale = 1.0f);
int cgi_R_Font_StrLenChars(const char *text);
int cgi_R_Font_HeightPixels(const int iFontIndex, const float scale = 1.0f);
void cgi_R_Font_DrawString(int ox, int oy, const char *text, const float *rgba, const int setIndex, int iMaxPixelWidth, const float scale = 1.0f);
qboolean cgi_Language_IsAsian(void);
unsigned cgi_AnyLanguage_ReadCharFromString( const char **ppText, qboolean *pbIsTrailingPunctuation = NULL );
// a scene is built up by calls to R_ClearScene and the various R_Add functions.
// Nothing is drawn until R_RenderScene is called.
void cgi_R_ClearScene( void );
void cgi_R_AddRefEntityToScene( const refEntity_t *re );
void cgi_R_GetLighting( const vec3_t origin, vec3_t ambientLight, vec3_t directedLight, vec3_t ligthDir );
// polys are intended for simple wall marks, not really for doing
// significant construction
void cgi_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts );
void cgi_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
void cgi_R_RenderScene( const refdef_t *fd );
void cgi_R_SetColor( const float *rgba ); // NULL = 1,1,1,1
void cgi_R_DrawStretchPic( float x, float y, float w, float h,
float s1, float t1, float s2, float t2, qhandle_t hShader );
void cgi_R_DrawScreenShot( float x, float y, float w, float h);
void cgi_R_ModelBounds( qhandle_t model, vec3_t mins, vec3_t maxs );
void cgi_R_LerpTag( orientation_t *tag, qhandle_t mod, int startFrame, int endFrame,
float frac, const char *tagName );
// Does weird, barely controllable rotation behaviour
void cgi_R_DrawRotatePic( float x, float y, float w, float h,
float s1, float t1, float s2, float t2,float a, qhandle_t hShader );
// rotates image around exact center point of passed in coords
void cgi_R_DrawRotatePic2( float x, float y, float w, float h,
float s1, float t1, float s2, float t2,float a, qhandle_t hShader );
void cgi_R_LAGoggles( void );
void cgi_R_Scissor( float x, float y, float w, float h);
// The glconfig_t will not change during the life of a cgame.
// If it needs to change, the entire cgame will be restarted, because
// all the qhandle_t are then invalid.
void cgi_GetGlconfig( glconfig_t *glconfig );
// the gamestate should be grabbed at startup, and whenever a
// configstring changes
void cgi_GetGameState( gameState_t *gamestate );
// cgame will poll each frame to see if a newer snapshot has arrived
// that it is interested in. The time is returned seperately so that
// snapshot latency can be calculated.
void cgi_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime );
// a snapshot get can fail if the snapshot (or the entties it holds) is so
// old that it has fallen out of the client system queue
qboolean cgi_GetSnapshot( int snapshotNumber, snapshot_t *snapshot );
// retrieve a text command from the server stream
// the current snapshot will hold the number of the most recent command
// qfalse can be returned if the client system handled the command
// argc() / argv() can be used to examine the parameters of the command
qboolean cgi_GetServerCommand( int serverCommandNumber );
// returns the most recent command number that can be passed to GetUserCmd
// this will always be at least one higher than the number in the current
// snapshot, and it may be quite a few higher if it is a fast computer on
// a lagged connection
int cgi_GetCurrentCmdNumber( void );
qboolean cgi_GetUserCmd( int cmdNumber, usercmd_t *ucmd );
// used for the weapon select and zoom
void cgi_SetUserCmdValue( int stateValue, float sensitivityScale );
void cgi_SetUserCmdAngles( float pitchOverride, float yawOverride, float rollOverride );
void cgi_S_UpdateAmbientSet( const char *name, vec3_t origin );
void cgi_AS_ParseSets( void );
void cgi_AS_AddPrecacheEntry( const char *name );
int cgi_S_AddLocalSet( const char *name, vec3_t listener_origin, vec3_t origin, int entID, int time );
sfxHandle_t cgi_AS_GetBModelSound( const char *name, int stage );
//-----------------------------
// Effects related prototypes
//-----------------------------
// Weapon prototypes
void FX_Saber( vec3_t start, vec3_t normal, float height, float radius, saber_colors_t color );
void FX_BryarHitWall( vec3_t origin, vec3_t normal );
void FX_BryarAltHitWall( vec3_t origin, vec3_t normal, int power );
void FX_BryarHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_BryarAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_BlasterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_BlasterAltFireThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_BlasterWeaponHitWall( vec3_t origin, vec3_t normal );
void FX_BlasterWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_DisruptorMainShot( vec3_t start, vec3_t end );
void FX_DisruptorAltShot( vec3_t start, vec3_t end, qboolean full );
void FX_DisruptorAltMiss( vec3_t origin, vec3_t normal );
void FX_BowcasterHitWall( vec3_t origin, vec3_t normal );
void FX_BowcasterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_RepeaterHitWall( vec3_t origin, vec3_t normal );
void FX_RepeaterAltHitWall( vec3_t origin, vec3_t normal );
void FX_RepeaterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_RepeaterAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_DEMP2_HitWall( vec3_t origin, vec3_t normal );
void FX_DEMP2_HitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_DEMP2_AltDetonate( vec3_t org, float size );
void FX_FlechetteProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_FlechetteWeaponHitWall( vec3_t origin, vec3_t normal );
void FX_FlechetteWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_RocketHitWall( vec3_t origin, vec3_t normal );
void FX_RocketHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_EmplacedHitWall( vec3_t origin, vec3_t normal );
void FX_EmplacedHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_EmplacedProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_ATSTMainHitWall( vec3_t origin, vec3_t normal );
void FX_ATSTMainHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_ATSTMainProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void CG_BounceEffect( centity_t *cent, int weapon, vec3_t origin, vec3_t normal );
void CG_MissileStick( centity_t *cent, int weapon, vec3_t origin );
void CG_MissileHitPlayer( centity_t *cent, int weapon, vec3_t origin, vec3_t dir, qboolean altFire );
void CG_MissileHitWall( centity_t *cent, int weapon, vec3_t origin, vec3_t dir, qboolean altFire );
void CG_DrawTargetBeam( vec3_t start, vec3_t end, vec3_t norm, const char *beamFx, const char *impactFx );
/*
Ghoul2 Insert Start
*/
// CG specific API access
void trap_G2_SetGhoul2ModelIndexes(CGhoul2Info_v &ghoul2, qhandle_t *modelList, qhandle_t *skinList);
void CG_Init_CG(void);
void CG_Init_CGents(void);
void CG_SetGhoul2Info( refEntity_t *ent, centity_t *cent);
void CG_CreateBBRefEnts(entityState_t *s1, vec3_t origin );
/*
Ghoul2 Insert End
*/
void trap_R_GetLightStyle(int style, color4ub_t color);
void trap_R_SetLightStyle(int style, int color);
int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits, const char *psAudioFile = NULL);
e_status trap_CIN_StopCinematic(int handle);
e_status trap_CIN_RunCinematic (int handle);
void trap_CIN_DrawCinematic (int handle);
void trap_CIN_SetExtents (int handle, int x, int y, int w, int h);
void *cgi_Z_Malloc( int size, int tag );
void cgi_Z_Free( void *ptr );
int cgi_SP_Register(const char *text, qboolean persist);
int cgi_SP_GetStringTextString(const char *text, char *buf, int bufferlength);
int cgi_SP_GetStringText(int ID, char *buffer, int bufferLength);
void cgi_UI_Menu_Reset( void );
void cgi_UI_Menu_New(char *buf );
void cgi_UI_Parse_Int(int *value);
void cgi_UI_Parse_String(char *buf);
void cgi_UI_Parse_Float(float *value);
int cgi_UI_StartParseSession(char *menuFile,char **buf);
void cgi_UI_ParseExt(char **token);
void cgi_UI_MenuPaintAll(void);
void cgi_UI_String_Init(void);
void SetWeaponSelectTime(void);
extern int force_icons[NUM_FORCE_POWERS];
extern char *showPowersName[];
#endif //__CG_LOCAL_H__