jedioutcast/CODEmp/cgame/cg_local.h
2013-04-04 09:52:42 -05:00

2158 lines
64 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "../game/q_shared.h"
#include "tr_types.h"
#include "../game/bg_public.h"
#include "cg_public.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 NULL_HANDLE ((qhandle_t) 0)
#define NULL_SOUND ((sfxHandle_t) 0)
#define NULL_FX ((fxHandle_t) 0)
#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
#define SABER_LENGTH_MAX 40
// 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 SINK_TIME 1000 // time for fragments to sink into ground before going away
#define ATTACKER_HEAD_TIME 10000
#define REWARD_TIME 3000
#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 TEAMCHAT_WIDTH 80
#define TEAMCHAT_HEIGHT 8
// very large characters
#define GIANT_WIDTH 32
#define GIANT_HEIGHT 48
#define NUM_FONT_BIG 1
#define NUM_FONT_SMALL 2
#define NUM_FONT_CHUNKY 3
#define NUM_CROSSHAIRS 10
#define TEAM_OVERLAY_MAXNAME_WIDTH 12
#define TEAM_OVERLAY_MAXLOCATION_WIDTH 16
#define DEFAULT_MODEL "kyle"
#define DEFAULT_TEAM_MODEL "kyle"
#define DEFAULT_TEAM_HEAD "kyle"
#define DEFAULT_FORCEPOWERS "5-1-000000000000000000"
//"rank-side-heal.lev.speed.push.pull.tele.grip.lightning.rage.protect.absorb.teamheal.teamforce.drain.see"
#define DEFAULT_REDTEAM_NAME "Empire"
#define DEFAULT_BLUETEAM_NAME "Rebellion"
typedef enum {
FOOTSTEP_NORMAL,
FOOTSTEP_METAL,
FOOTSTEP_SPLASH,
FOOTSTEP_BORG,
FOOTSTEP_TOTAL
} footstep_t;
typedef enum {
IMPACTSOUND_DEFAULT,
IMPACTSOUND_METAL,
IMPACTSOUND_FLESH
} impactSound_t;
//=================================================
// 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;
float yawSwingDif;
int animationNumber; // may include ANIM_TOGGLEBIT
animation_t *animation;
int animationTime; // time when the first frame of the animation will be exact
float animationSpeed; // scale the animation speed
float animationTorsoSpeed;
qboolean torsoYawing;
} lerpFrame_t;
typedef struct {
lerpFrame_t legs, torso, flag;
int painTime;
int painDirection; // flip from 0 to 1
int 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
typedef 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?
int previousEvent;
int teleportFlag;
int trailTime; // so missile trails can handle dropped initial packets
int dustTrailTime;
int miscTime;
vec3_t damageAngles;
int damageTime;
int snapShotTime; // last time this entity was found in a snapshot
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;
void *ghoul2;
int weapon;
void *ghoul2weapon; //rww - pointer to ghoul2 instance of the current 3rd person weapon
vec3_t modelScale;
float radius;
int boltInfo;
//sometimes used as a bolt index, but these values are also used as generic values for clientside entities
//at times
int bolt1;
int bolt2;
int bolt3;
int bolt4;
float saberLength;
int saberExtendTime;
int rootBone;
int torsoBolt;
vec3_t turAngles;
int isATST;
int atstFootClang;
int atstSwinging;
refEntity_t frame_minus1;
refEntity_t frame_minus2;
int frame_minus1_refreshed;
int frame_minus2_refreshed;
refEntity_t frame_hold;
int frame_hold_time;
int frame_hold_refreshed;
int trickAlpha;
int trickAlphaTime;
} centity_t;
//======================================================================
// local entities are created as a result of events or predicted actions,
// and live independantly 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_EXPLOSION,
LE_SPRITE_EXPLOSION,
LE_FADE_SCALE_MODEL, // currently only for Demp2 shock sphere
LE_FRAGMENT,
LE_PUFF,
LE_MOVE_SCALE_FADE,
LE_FALL_SCALE_FADE,
LE_FADE_RGB,
LE_SCALE_FADE,
LE_SCOREPLUM,
LE_OLINE,
LE_SHOWREFENTITY,
LE_LINE
} 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 {
LEMT_NONE,
LEMT_BURN,
LEMT_BLOOD
} leMarkType_t; // fragment local entities can leave marks on walls
typedef enum {
LEBS_NONE,
LEBS_BLOOD,
LEBS_BRASS
} leBounceSoundType_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;
int fadeInTime;
float lifeRate; // 1.0 / (endTime - startTime)
trajectory_t pos;
trajectory_t angles;
float bounceFactor; // 0.0 = no bounce, 1.0 = perfect
int bounceSound; // optional sound index to play upon bounce
float alpha;
float dalpha;
int forceAlpha;
float color[4];
float radius;
float light;
vec3_t lightColor;
leMarkType_t leMarkType; // mark to leave on fragment impact
leBounceSoundType_t leBounceSoundType;
union {
struct {
float radius;
float dradius;
vec3_t startRGB;
vec3_t dRGB;
} sprite;
struct {
float width;
float dwidth;
float length;
float dlength;
vec3_t startRGB;
vec3_t dRGB;
} trail;
struct {
float width;
float dwidth;
// Below are bezier specific.
vec3_t control1; // initial position of control points
vec3_t control2;
vec3_t control1_velocity; // initial velocity of control points
vec3_t control2_velocity;
vec3_t control1_acceleration; // constant acceleration of control points
vec3_t control2_acceleration;
} line;
struct {
float width;
float dwidth;
float width2;
float dwidth2;
vec3_t startRGB;
vec3_t dRGB;
} line2;
struct {
float width;
float dwidth;
float width2;
float dwidth2;
float height;
float dheight;
} cylinder;
struct {
float width;
float dwidth;
} electricity;
struct
{
// fight the power! open and close brackets in the same column!
float radius;
float dradius;
qboolean (*thinkFn)(struct localEntity_s *le);
vec3_t dir; // magnitude is 1, but this is oldpos - newpos right before the
//particle is sent to the renderer
// may want to add something like particle::localEntity_s *le (for the particle's think fn)
} particle;
struct
{
qboolean dontDie;
vec3_t dir;
float variance;
int delay;
int nextthink;
qboolean (*thinkFn)(struct localEntity_s *le);
int data1;
int data2;
} spawner;
struct
{
float radius;
} fragment;
} data;
refEntity_t refEntity;
} localEntity_t;
//======================================================================
typedef struct {
int client;
int score;
int ping;
int time;
int scoreFlags;
int powerUps;
int accuracy;
int impressiveCount;
int excellentCount;
int guantletCount;
int defendCount;
int assistCount;
int captures;
qboolean perfect;
int team;
} score_t;
// each client has an associated clientInfo_t
// that contains media references necessary to present the
// client model and other color coded effects
// this is regenerated each time a client's configstring changes,
// usually as a result of a userinfo (name, model, etc) change
#define MAX_CUSTOM_SOUNDS 32
typedef struct
{
// Actual trail stuff
int inAction; // controls whether should we even consider starting one
int duration; // how long each trail seg stays in existence
int lastTime; // time a saber segement was last stored
vec3_t base;
vec3_t tip;
vec3_t dualbase;
vec3_t dualtip;
// Marks stuff
qboolean haveOldPos[2];
vec3_t oldPos[2];
vec3_t oldNormal[2]; // store this in case we don't have a connect-the-dots situation
// ..then we'll need the normal to project a mark blob onto the impact point
} saberTrail_t;
typedef struct {
qboolean infoValid;
char name[MAX_QPATH];
team_t team;
int botSkill; // 0 = not bot, 1-5 = bot
int frame;
vec3_t color1;
vec3_t color2;
int icolor1;
int score; // updated by score servercmds
int location; // location index for team mode
int health; // you only get this info about your teammates
int armor;
int curWeapon;
int handicap;
int wins, losses; // in tourney mode
int teamTask; // task in teamplay (offence/defence)
qboolean teamLeader; // true when this is a team leader
int powerups; // so can display quad/flag status
int medkitUsageTime;
int breathPuffTime;
// when clientinfo is changed, the loading of models/skins/sounds
// can be deferred until you are dead, to prevent hitches in
// gameplay
char modelName[MAX_QPATH];
char skinName[MAX_QPATH];
char headModelName[MAX_QPATH];
char headSkinName[MAX_QPATH];
char forcePowers[MAX_QPATH];
char redTeam[MAX_TEAMNAME];
char blueTeam[MAX_TEAMNAME];
char teamName[MAX_TEAMNAME];
qboolean deferred;
qboolean newAnims; // true if using the new mission pack animations
qboolean fixedlegs; // true if legs yaw is always the same as torso yaw
qboolean fixedtorso; // true if torso never changes yaw
vec3_t headOffset; // move head in icon views
footstep_t footsteps;
gender_t gender; // from model
qhandle_t legsModel;
qhandle_t legsSkin;
qhandle_t torsoModel;
qhandle_t torsoSkin;
qhandle_t headModel;
qhandle_t headSkin;
qboolean ATST;
void *ghoul2Model;
qhandle_t modelIcon;
animation_t animations[MAX_TOTALANIMATIONS];
qhandle_t bolt_rhand;
qhandle_t bolt_lhand;
qhandle_t bolt_head;
qhandle_t bolt_motion;
qhandle_t bolt_llumbar;
saberTrail_t saberTrail;
int saberHitWallSoundDebounceTime;
sfxHandle_t sounds[MAX_CUSTOM_SOUNDS];
} clientInfo_t;
// each WP_* weapon enum has an associated weaponInfo_t
// that contains media references necessary to present the
// weapon and its effects
typedef struct weaponInfo_s {
qboolean registered;
gitem_t *item;
qhandle_t handsModel; // the hands don't actually draw, they just position the weapon
qhandle_t weaponModel; // this is the pickup model
qhandle_t viewModel; // this is the in-view model used by the player
qhandle_t barrelModel;
qhandle_t flashModel;
vec3_t weaponMidpoint; // so it will rotate centered instead of by tag
float flashDlight;
vec3_t flashDlightColor;
qhandle_t weaponIcon;
qhandle_t ammoIcon;
qhandle_t ammoModel;
sfxHandle_t flashSound[4]; // fast firing weapons randomly choose
sfxHandle_t firingSound;
sfxHandle_t chargeSound;
fxHandle_t muzzleEffect;
qhandle_t missileModel;
sfxHandle_t missileSound;
void (*missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi );
float missileDlight;
vec3_t missileDlightColor;
int missileRenderfx;
sfxHandle_t missileHitSound;
sfxHandle_t altFlashSound[4];
sfxHandle_t altFiringSound;
sfxHandle_t altChargeSound;
fxHandle_t altMuzzleEffect;
qhandle_t altMissileModel;
sfxHandle_t altMissileSound;
void (*altMissileTrailFunc)( centity_t *, const struct weaponInfo_s *wi );
float altMissileDlight;
vec3_t altMissileDlightColor;
int altMissileRenderfx;
sfxHandle_t altMissileHitSound;
sfxHandle_t readySound;
float trailRadius;
float wiTrailTime;
} weaponInfo_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[MAX_ITEM_MODELS];
qhandle_t icon;
/*
Ghoul2 Insert Start
*/
void *g2Models[MAX_ITEM_MODELS];
float radius[MAX_ITEM_MODELS];
/*
Ghoul2 Insert End
*/
} itemInfo_t;
typedef struct {
int itemNum;
} powerupInfo_t;
#define MAX_SKULLTRAIL 10
typedef struct {
vec3_t positions[MAX_SKULLTRAIL];
int numpositions;
} skulltrail_t;
#define MAX_REWARDSTACK 10
#define MAX_SOUNDBUFFER 20
//======================================================================
// 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
#define MAX_PREDICTED_EVENTS 16
typedef struct {
int clientFrame; // incremented each frame
int clientNum;
qboolean demoPlayback;
qboolean levelShot; // taking a level menu screenshot
int deferredPlayerLoading;
qboolean loading; // don't defer players at initial startup
qboolean intermissionStarted; // don't play voice rewards, because game will end shortly
// 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
snapshot_t *snap; // cg.snap->serverTime <= cg.time
snapshot_t *nextSnap; // cg.nextSnap->serverTime > cg.time, or NULL
// snapshot_t activeSnapshots[2];
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 physicsTime; // either cg.snap->time or cg.nextSnap->time
int timelimitWarnings; // 5 min, 1 min, overtime
int fraglimitWarnings;
qboolean mapRestart; // set on a map restart to set back the weapon
qboolean renderingThirdPerson; // during deaths, chasecams, etc
// prediction state
qboolean hyperspace; // true if prediction has hit a trigger_teleport
playerState_t predictedPlayerState;
centity_t predictedPlayerEntity;
qboolean validPPS; // clear until the first call to CG_PredictPlayerState
int predictedErrorTime;
vec3_t predictedError;
int eventSequence;
int predictableEvents[MAX_PREDICTED_EVENTS];
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 forceSelect;
int itemSelect;
// 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
float constrictValue;
float constrict;
int doConstrict;
// zoom key
qboolean zoomed;
int zoomTime;
float zoomSensitivity;
// information screen text during loading
char infoScreenText[MAX_STRING_CHARS];
// scoreboard
int scoresRequestTime;
int numScores;
int selectedScore;
int teamScores[2];
score_t scores[MAX_CLIENTS];
qboolean showScores;
qboolean scoreBoardShowing;
int scoreFadeTime;
char killerName[MAX_NAME_LENGTH];
char spectatorList[MAX_STRING_CHARS]; // list of names
int spectatorLen; // length of list
float spectatorWidth; // width in device units
int spectatorTime; // next time to offset
int spectatorPaintX; // current paint x
int spectatorPaintX2; // current paint x
int spectatorOffset; // current offset from start
int spectatorPaintLen; // current offset from start
// skull trails
skulltrail_t skulltrails[MAX_CLIENTS];
// centerprinting
int centerPrintTime;
int centerPrintCharWidth;
int centerPrintY;
char centerPrint[1024];
int centerPrintLines;
// low ammo warning state
int lowAmmoWarning; // 1 = low, 2 = empty
// kill timers for carnage reward
int lastKillTime;
// crosshair client ID
int crosshairClientNum;
int crosshairClientTime;
// powerup active flashing
int powerupActive;
int powerupTime;
// attacking player
int attackerTime;
int voiceTime;
// reward medals
int rewardStack;
int rewardTime;
int rewardCount[MAX_REWARDSTACK];
qhandle_t rewardShader[MAX_REWARDSTACK];
qhandle_t rewardSound[MAX_REWARDSTACK];
// sound buffer mainly for announcer sounds
int soundBufferIn;
int soundBufferOut;
int soundTime;
qhandle_t soundBuffer[MAX_SOUNDBUFFER];
// for voice chat buffer
int voiceChatTime;
int voiceChatBufferIn;
int voiceChatBufferOut;
// warmup countdown
int warmup;
int warmupCount;
//==========================
int itemPickup;
int itemPickupTime;
int itemPickupBlendTime; // the pulse around the crosshair is timed seperately
int weaponSelectTime;
int weaponAnimation;
int weaponAnimationTime;
// blend blobs
float damageTime;
float damageX, damageY, damageValue;
// status bar head
float headYaw;
float headEndPitch;
float headEndYaw;
int headEndTime;
float headStartPitch;
float headStartYaw;
int headStartTime;
// view movement
float v_dmg_time;
float v_dmg_pitch;
float v_dmg_roll;
vec3_t kick_angles; // weapon kicks
vec3_t kick_origin;
// temp working variables for player view
float bobfracsin;
int bobcycle;
float xyspeed;
int nextOrbitTime;
//qboolean cameraMode; // if rendering from a loaded camera
int loadLCARSStage;
// development tool
refEntity_t testModelEntity;
char testModelName[MAX_QPATH];
qboolean testGun;
// HUD stuff
float HUDTickFlashTime;
qboolean HUDArmorFlag;
qboolean HUDHealthFlag;
qboolean iconHUDActive;
float iconHUDPercent;
float iconSelectTime;
float invenSelectTime;
float forceSelectTime;
/*
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];
/*
Ghoul2 Insert End
*/
char sharedBuffer[MAX_CG_SHARED_BUFFER_SIZE];
} cg_t;
#define MAX_TICS 14
typedef struct forceTicPos_s
{
int x;
int y;
int width;
int height;
char *file;
qhandle_t tic;
} forceTicPos_t;
extern forceTicPos_t forceTicPos[];
extern forceTicPos_t ammoTicPos[];
typedef struct cgscreffects_s
{
float FOV;
float FOV2;
float shake_intensity;
int shake_duration;
int shake_start;
} cgscreffects_t;
extern cgscreffects_t cgScreenEffects;
void CGCam_Shake( float intensity, int duration );
// all of the model, shader, and sound references that are
// loaded at gamestate time are stored in cgMedia_t
// Other media that can be tied to clients, weapons, or items are
// stored in the clientInfo_t, itemInfo_t, weaponInfo_t, and powerupInfo_t
typedef struct {
qhandle_t charsetShader;
qhandle_t whiteShader;
qhandle_t loadBarLED;
qhandle_t loadBarLEDSurround;
qhandle_t bryarFrontFlash;
qhandle_t greenFrontFlash;
qhandle_t lightningFlash;
qhandle_t itemHoloModel;
qhandle_t redFlagModel;
qhandle_t blueFlagModel;
qhandle_t neutralFlagModel;
qhandle_t flagShader[4];
qhandle_t flagPoleModel;
qhandle_t flagFlapModel;
qhandle_t redFlagFlapSkin;
qhandle_t blueFlagFlapSkin;
qhandle_t neutralFlagFlapSkin;
qhandle_t redFlagBaseModel;
qhandle_t blueFlagBaseModel;
qhandle_t neutralFlagBaseModel;
qhandle_t armorModel;
qhandle_t armorIcon;
qhandle_t teamStatusBar;
qhandle_t deferShader;
qhandle_t lightningShader;
qhandle_t redSaberGlowShader;
qhandle_t redSaberCoreShader;
qhandle_t orangeSaberGlowShader;
qhandle_t orangeSaberCoreShader;
qhandle_t yellowSaberGlowShader;
qhandle_t yellowSaberCoreShader;
qhandle_t greenSaberGlowShader;
qhandle_t greenSaberCoreShader;
qhandle_t blueSaberGlowShader;
qhandle_t blueSaberCoreShader;
qhandle_t purpleSaberGlowShader;
qhandle_t purpleSaberCoreShader;
qhandle_t saberBlurShader;
qhandle_t rivetMarkShader;
qhandle_t teamRedShader;
qhandle_t teamBlueShader;
qhandle_t connectionShader;
qhandle_t selectShader;
qhandle_t viewBloodShader;
qhandle_t tracerShader;
qhandle_t crosshairShader[NUM_CROSSHAIRS];
qhandle_t lagometerShader;
qhandle_t backTileShader;
qhandle_t noammoShader;
qhandle_t smokePuffShader;
qhandle_t smokePuffRageProShader;
qhandle_t shotgunSmokePuffShader;
qhandle_t plasmaBallShader;
qhandle_t waterBubbleShader;
qhandle_t bloodTrailShader;
qhandle_t numberShaders[11];
qhandle_t smallnumberShaders[11];
qhandle_t chunkyNumberShaders[11];
qhandle_t electricBodyShader;
qhandle_t electricBody2Shader;
qhandle_t shadowMarkShader;
//glass shard shader
qhandle_t glassShardShader;
// wall mark shaders
qhandle_t wakeMarkShader;
qhandle_t bloodMarkShader;
qhandle_t bulletMarkShader;
qhandle_t burnMarkShader;
qhandle_t holeMarkShader;
qhandle_t energyMarkShader;
// Pain view shader
qhandle_t viewPainShader;
// powerup shaders
qhandle_t quadShader;
qhandle_t redQuadShader;
qhandle_t quadWeaponShader;
qhandle_t invisShader;
qhandle_t regenShader;
qhandle_t battleSuitShader;
qhandle_t battleWeaponShader;
qhandle_t hastePuffShader;
qhandle_t itemRespawningPlaceholder;
qhandle_t itemRespawningRezOut;
qhandle_t playerShieldDamage;
qhandle_t forceSightBubble;
// Disruptor zoom graphics
qhandle_t disruptorMask;
qhandle_t disruptorInsert;
qhandle_t disruptorLight;
qhandle_t disruptorInsertTick;
qhandle_t disruptorChargeShader;
// Binocular graphics
qhandle_t binocularCircle;
qhandle_t binocularMask;
qhandle_t binocularArrow;
qhandle_t binocularTri;
qhandle_t binocularStatic;
qhandle_t binocularOverlay;
// weapon effect models
qhandle_t lightningExplosionModel;
// explosion assets
qhandle_t explosionModel;
qhandle_t surfaceExplosionShader;
qhandle_t disruptorShader;
qhandle_t heartShader;
#ifdef JK2AWARDS
// medals shown during gameplay
qhandle_t medalImpressive;
qhandle_t medalExcellent;
qhandle_t medalGauntlet;
qhandle_t medalDefend;
qhandle_t medalAssist;
qhandle_t medalCapture;
#endif
// sounds
sfxHandle_t selectSound;
sfxHandle_t footsteps[FOOTSTEP_TOTAL][4];
sfxHandle_t winnerSound;
sfxHandle_t loserSound;
sfxHandle_t grenadeBounce1;
sfxHandle_t grenadeBounce2;
sfxHandle_t teleInSound;
sfxHandle_t teleOutSound;
sfxHandle_t respawnSound;
sfxHandle_t talkSound;
sfxHandle_t landSound;
sfxHandle_t fallSound;
sfxHandle_t oneMinuteSound;
sfxHandle_t fiveMinuteSound;
sfxHandle_t threeFragSound;
sfxHandle_t twoFragSound;
sfxHandle_t oneFragSound;
#ifdef JK2AWARDS
sfxHandle_t impressiveSound;
sfxHandle_t excellentSound;
sfxHandle_t deniedSound;
sfxHandle_t humiliationSound;
sfxHandle_t defendSound;
#endif
sfxHandle_t takenLeadSound;
sfxHandle_t tiedLeadSound;
sfxHandle_t lostLeadSound;
sfxHandle_t rollSound;
sfxHandle_t watrInSound;
sfxHandle_t watrOutSound;
sfxHandle_t watrUnSound;
sfxHandle_t medkitSound;
// teamplay sounds
#ifdef JK2AWARDS
sfxHandle_t captureAwardSound;
#endif
sfxHandle_t redScoredSound;
sfxHandle_t blueScoredSound;
sfxHandle_t redLeadsSound;
sfxHandle_t blueLeadsSound;
sfxHandle_t teamsTiedSound;
sfxHandle_t redFlagReturnedSound;
sfxHandle_t blueFlagReturnedSound;
sfxHandle_t redTookFlagSound;
sfxHandle_t blueTookFlagSound;
// tournament sounds
sfxHandle_t count3Sound;
sfxHandle_t count2Sound;
sfxHandle_t count1Sound;
sfxHandle_t countFightSound;
// new stuff
qhandle_t patrolShader;
qhandle_t assaultShader;
qhandle_t campShader;
qhandle_t followShader;
qhandle_t defendShader;
qhandle_t teamLeaderShader;
qhandle_t retrieveShader;
qhandle_t escortShader;
qhandle_t flagShaders[3];
qhandle_t halfShieldModel;
qhandle_t halfShieldShader;
qhandle_t demp2Shell;
qhandle_t demp2ShellShader;
qhandle_t cursor;
qhandle_t selectCursor;
qhandle_t sizeCursor;
//weapon icons
qhandle_t weaponIcons[WP_NUM_WEAPONS];
qhandle_t weaponIcons_NA[WP_NUM_WEAPONS];
//holdable inventory item icons
qhandle_t invenIcons[HI_NUM_HOLDABLE];
//force power icons
qhandle_t forcePowerIcons[NUM_FORCE_POWERS];
//other HUD parts
qhandle_t HUDLeftFrame;
qhandle_t HUDArmor1;
qhandle_t HUDArmor2;
qhandle_t HUDHealth;
qhandle_t HUDHealthTic;
qhandle_t HUDArmorTic;
qhandle_t HUDLeftStatic;
qhandle_t HUDLeft;
qhandle_t HUDRightFrame;
qhandle_t HUDInnerRight;
int currentBackground;
qhandle_t weaponIconBackground;
qhandle_t weaponProngsOff;
qhandle_t weaponProngsOn;
qhandle_t forceIconBackground;
qhandle_t forceProngsOn;
qhandle_t inventoryIconBackground;
qhandle_t inventoryProngsOn;
qhandle_t HUDInnerLeft;
// Zoom
sfxHandle_t zoomStart;
sfxHandle_t zoomLoop;
sfxHandle_t zoomEnd;
sfxHandle_t disruptorZoomLoop;
} cgMedia_t;
// Stored FX handles
//--------------------
typedef struct
{
// BRYAR PISTOL
fxHandle_t bryarShotEffect;
fxHandle_t bryarPowerupShotEffect;
fxHandle_t bryarWallImpactEffect;
fxHandle_t bryarWallImpactEffect2;
fxHandle_t bryarWallImpactEffect3;
fxHandle_t bryarFleshImpactEffect;
fxHandle_t bryarDroidImpactEffect;
// BLASTER
fxHandle_t blasterShotEffect;
fxHandle_t blasterWallImpactEffect;
fxHandle_t blasterFleshImpactEffect;
fxHandle_t blasterDroidImpactEffect;
// DISRUPTOR
fxHandle_t disruptorRingsEffect;
fxHandle_t disruptorProjectileEffect;
fxHandle_t disruptorWallImpactEffect;
fxHandle_t disruptorFleshImpactEffect;
fxHandle_t disruptorAltMissEffect;
fxHandle_t disruptorAltHitEffect;
// BOWCASTER
fxHandle_t bowcasterShotEffect;
fxHandle_t bowcasterImpactEffect;
// REPEATER
fxHandle_t repeaterProjectileEffect;
fxHandle_t repeaterAltProjectileEffect;
fxHandle_t repeaterWallImpactEffect;
fxHandle_t repeaterFleshImpactEffect;
fxHandle_t repeaterAltWallImpactEffect;
// DEMP2
fxHandle_t demp2ProjectileEffect;
fxHandle_t demp2WallImpactEffect;
fxHandle_t demp2FleshImpactEffect;
// FLECHETTE
fxHandle_t flechetteShotEffect;
fxHandle_t flechetteAltShotEffect;
fxHandle_t flechetteWallImpactEffect;
fxHandle_t flechetteFleshImpactEffect;
// ROCKET
fxHandle_t rocketShotEffect;
fxHandle_t rocketExplosionEffect;
// THERMAL
fxHandle_t thermalExplosionEffect;
fxHandle_t thermalShockwaveEffect;
//FORCE
fxHandle_t forceLightning;
fxHandle_t forceLightningWide;
fxHandle_t forceDrain;
fxHandle_t forceDrainWide;
fxHandle_t forceDrained;
//TURRET
fxHandle_t turretShotEffect;
} cgEffects_t;
// The client game static (cgs) structure hold everything
// loaded or calculated from the gamestate. It will NOT
// be cleared when a tournement restart is done, allowing
// all clients to begin playing instantly
typedef struct {
gameState_t gameState; // gamestate from server
glconfig_t glconfig; // rendering configuration
float screenXScale; // derived from glconfig
float screenYScale;
float screenXBias;
int serverCommandSequence; // reliable command stream counter
int processedSnapshotNum;// the number of snapshots cgame has requested
qboolean localServer; // detected on startup by checking sv_running
// parsed from serverinfo
gametype_t gametype;
int dmflags;
int teamflags;
int fraglimit;
int capturelimit;
int timelimit;
int maxclients;
char mapname[MAX_QPATH];
char redTeam[MAX_QPATH];
char blueTeam[MAX_QPATH];
int voteTime;
int voteYes;
int voteNo;
qboolean voteModified; // beep whenever changed
char voteString[MAX_STRING_TOKENS];
int teamVoteTime[2];
int teamVoteYes[2];
int teamVoteNo[2];
qboolean teamVoteModified[2]; // beep whenever changed
char teamVoteString[2][MAX_STRING_TOKENS];
int levelStartTime;
int scores1, scores2; // from configstrings
int redflag, blueflag; // flag status from configstrings
int flagStatus;
qboolean newHud;
//
// locally derived information from gamestate
//
qhandle_t gameModels[MAX_MODELS];
sfxHandle_t gameSounds[MAX_SOUNDS];
/*
Ghoul2 Insert Start
*/
qhandle_t skins[MAX_CHARSKINS];
/*
Ghoul2 Insert End
*/
int numInlineModels;
qhandle_t inlineDrawModel[MAX_MODELS];
vec3_t inlineModelMidpoints[MAX_MODELS];
clientInfo_t clientinfo[MAX_CLIENTS];
// teamchat width is *3 because of embedded color codes
char teamChatMsgs[TEAMCHAT_HEIGHT][TEAMCHAT_WIDTH*3+1];
int teamChatMsgTimes[TEAMCHAT_HEIGHT];
int teamChatPos;
int teamLastChatPos;
int cursorX;
int cursorY;
qboolean eventHandling;
qboolean mouseCaptured;
qboolean sizingHud;
void *capturedItem;
qhandle_t activeCursor;
// orders
int currentOrder;
qboolean orderPending;
int orderTime;
int currentVoiceClient;
int acceptOrderTime;
int acceptTask;
int acceptLeader;
char acceptVoice[MAX_NAME_LENGTH];
// media
cgMedia_t media;
// effects
cgEffects_t effects;
} cgs_t;
//==============================================================================
extern cgs_t cgs;
extern cg_t cg;
extern centity_t cg_entities[MAX_GENTITIES];
extern weaponInfo_t cg_weapons[MAX_WEAPONS];
extern itemInfo_t cg_items[MAX_ITEMS];
extern markPoly_t cg_markPolys[MAX_MARK_POLYS];
extern vmCvar_t cg_centertime;
extern vmCvar_t cg_runpitch;
extern vmCvar_t cg_runroll;
extern vmCvar_t cg_bobup;
extern vmCvar_t cg_bobpitch;
extern vmCvar_t cg_bobroll;
//extern vmCvar_t cg_swingSpeed;
extern vmCvar_t cg_shadows;
extern vmCvar_t cg_gibs;
extern vmCvar_t cg_drawTimer;
extern vmCvar_t cg_drawFPS;
extern vmCvar_t cg_drawSnapshot;
extern vmCvar_t cg_draw3dIcons;
extern vmCvar_t cg_drawIcons;
extern vmCvar_t cg_drawAmmoWarning;
extern vmCvar_t cg_drawCrosshair;
extern vmCvar_t cg_drawCrosshairNames;
extern vmCvar_t cg_dynamicCrosshair;
extern vmCvar_t cg_drawRewards;
extern vmCvar_t cg_drawTeamOverlay;
extern vmCvar_t cg_teamOverlayUserinfo;
extern vmCvar_t cg_crosshairX;
extern vmCvar_t cg_crosshairY;
extern vmCvar_t cg_crosshairSize;
extern vmCvar_t cg_crosshairHealth;
extern vmCvar_t cg_drawStatus;
extern vmCvar_t cg_draw2D;
extern vmCvar_t cg_animSpeed;
extern vmCvar_t cg_debugAnim;
extern vmCvar_t cg_debugPosition;
extern vmCvar_t cg_debugEvents;
extern vmCvar_t cg_errorDecay;
extern vmCvar_t cg_nopredict;
extern vmCvar_t cg_noPlayerAnims;
extern vmCvar_t cg_showmiss;
extern vmCvar_t cg_footsteps;
extern vmCvar_t cg_addMarks;
extern vmCvar_t cg_gun_frame;
extern vmCvar_t cg_gun_x;
extern vmCvar_t cg_gun_y;
extern vmCvar_t cg_gun_z;
extern vmCvar_t cg_drawGun;
extern vmCvar_t cg_viewsize;
extern vmCvar_t cg_tracerChance;
extern vmCvar_t cg_tracerWidth;
extern vmCvar_t cg_tracerLength;
extern vmCvar_t cg_autoswitch;
extern vmCvar_t cg_ignore;
extern vmCvar_t cg_simpleItems;
extern vmCvar_t cg_fov;
extern vmCvar_t cg_zoomFov;
extern vmCvar_t cg_saberContact;
extern vmCvar_t cg_saberTrail;
extern vmCvar_t cg_speedTrail;
extern vmCvar_t cg_auraShell;
extern vmCvar_t cg_animBlend;
extern vmCvar_t cg_dismember;
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_thirdPersonAlpha;
extern vmCvar_t cg_thirdPersonHorzOffset;
extern vmCvar_t cg_stereoSeparation;
extern vmCvar_t cg_lagometer;
extern vmCvar_t cg_drawAttacker;
extern vmCvar_t cg_synchronousClients;
extern vmCvar_t cg_teamChatTime;
extern vmCvar_t cg_teamChatHeight;
extern vmCvar_t cg_stats;
extern vmCvar_t cg_forceModel;
extern vmCvar_t cg_buildScript;
extern vmCvar_t cg_paused;
extern vmCvar_t cg_blood;
extern vmCvar_t cg_predictItems;
extern vmCvar_t cg_deferPlayers;
extern vmCvar_t cg_drawFriend;
extern vmCvar_t cg_teamChatsOnly;
extern vmCvar_t cg_noVoiceChats;
extern vmCvar_t cg_noVoiceText;
extern vmCvar_t cg_scorePlum;
extern vmCvar_t cg_smoothClients;
extern vmCvar_t pmove_fixed;
extern vmCvar_t pmove_msec;
//extern vmCvar_t cg_pmove_fixed;
extern vmCvar_t cg_cameraOrbit;
extern vmCvar_t cg_cameraOrbitDelay;
extern vmCvar_t cg_timescaleFadeEnd;
extern vmCvar_t cg_timescaleFadeSpeed;
extern vmCvar_t cg_timescale;
extern vmCvar_t cg_cameraMode;
extern vmCvar_t cg_smallFont;
extern vmCvar_t cg_bigFont;
extern vmCvar_t cg_noTaunt;
extern vmCvar_t cg_noProjectileTrail;
extern vmCvar_t cg_trueLightning;
extern vmCvar_t cg_redTeamName;
extern vmCvar_t cg_blueTeamName;
extern vmCvar_t cg_currentSelectedPlayer;
extern vmCvar_t cg_currentSelectedPlayerName;
extern vmCvar_t cg_singlePlayer;
extern vmCvar_t cg_enableDust;
extern vmCvar_t cg_enableBreath;
extern vmCvar_t cg_singlePlayerActive;
extern vmCvar_t cg_recordSPDemo;
extern vmCvar_t cg_recordSPDemoName;
/*
Ghoul2 Insert Start
*/
extern vmCvar_t cg_debugBB;
/*
Ghoul2 Insert End
*/
//
// 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 );
int CG_LastAttacker( void );
void CG_LoadMenus(const char *menuFile);
void CG_KeyEvent(int key, qboolean down);
void CG_MouseEvent(int x, int y);
void CG_EventHandling(int type);
void CG_RankRunFrame( void );
void CG_SetScoreSelection(void *menu);
void CG_BuildSpectatorString(void);
void CG_NextInventory_f(void);
void CG_PrevInventory_f(void);
void CG_NextForcePower_f(void);
void CG_PrevForcePower_f(void);
//
// cg_view.c
//
void CG_TestModel_f (void);
void CG_TestGun_f (void);
void CG_TestModelNextFrame_f (void);
void CG_TestModelPrevFrame_f (void);
void CG_TestModelNextSkin_f (void);
void CG_TestModelPrevSkin_f (void);
void CG_ZoomDown_f( void );
void CG_ZoomUp_f( void );
void CG_AddBufferedSound( sfxHandle_t sfx);
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
/*
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
//
void CG_FillRect( float x, float y, float width, float height, const float *color );
void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader );
void CG_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_DrawNumField (int x, int y, int width, int value,int charWidth,int charHeight,int style,qboolean zeroFill);
void CG_DrawStringExt( int x, int y, const char *string, const float *setColor,
qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars );
void CG_DrawBigString( int x, int y, const char *s, float alpha );
void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color );
void CG_DrawSmallString( int x, int y, const char *s, float alpha );
void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color );
int CG_DrawStrlen( const char *str );
float *CG_FadeColor( int startMsec, int totalMsec );
float *CG_TeamColor( int team );
void CG_TileClear( void );
void CG_ColorForHealth( vec4_t hcolor );
void CG_GetColorForHealth( int health, int armor, vec4_t hcolor );
void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color );
void CG_DrawRect( float x, float y, float width, float height, float size, const float *color );
void CG_DrawSides(float x, float y, float w, float h, float size);
void CG_DrawTopBottom(float x, float y, float w, float h, float size);
//
// cg_draw.c, cg_newDraw.c
//
extern int sortedTeamPlayers[TEAM_MAXOVERLAY];
extern int numSortedTeamPlayers;
extern int drawTeamOverlayModificationCount;
extern char systemChat[256];
extern char teamChat1[256];
extern char teamChat2[256];
void CG_AddLagometerFrameInfo( void );
void CG_AddLagometerSnapshotInfo( snapshot_t *snap );
void CG_CenterPrint( const char *str, int y, int charWidth );
void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t headAngles );
void CG_DrawActive( stereoFrame_t stereoView );
void CG_DrawFlagModel( float x, float y, float w, float h, int team, qboolean force2D );
void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team );
void CG_OwnerDraw(float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle,int font);
void CG_Text_Paint(float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style, int iMenuFont);
int CG_Text_Width(const char *text, float scale, int iMenuFont);
int CG_Text_Height(const char *text, float scale, int iMenuFont);
void CG_SelectPrevPlayer(void);
void CG_SelectNextPlayer(void);
float CG_GetValue(int ownerDraw);
qboolean CG_OwnerDrawVisible(int flags);
void CG_RunMenuScript(char **args);
void CG_ShowResponseHead(void);
void CG_SetPrintString(int type, const char *p);
void CG_InitTeamChat(void);
void CG_GetTeamColor(vec4_t *color);
const char *CG_GetGameStatusText(void);
const char *CG_GetKillerText(void);
void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles );
void CG_Text_PaintChar(float x, float y, float width, float height, float scale, float s, float t, float s2, float t2, qhandle_t hShader);
void CG_CheckOrderPending(void);
const char *CG_GameTypeString(void);
qboolean CG_YourTeamHasFlag(void);
qboolean CG_OtherTeamHasFlag(void);
qhandle_t CG_StatusHandle(int task);
//
// cg_player.c
//
void CG_Player( centity_t *cent );
void CG_ResetPlayerEntity( centity_t *cent );
void CG_AddRefEntityWithPowerups( refEntity_t *ent, entityState_t *state, int team );
void CG_NewClientInfo( int clientNum, qboolean entitiesInitialized );
sfxHandle_t CG_CustomSound( int clientNum, const char *soundName );
void CG_PlayerShieldHit(int entitynum, vec3_t angles, int amount);
//
// cg_predict.c
//
void CG_BuildSolidList( void );
int CG_PointContents( const vec3_t point, int passEntityNum );
void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
int skipNumber, int mask );
void CG_PredictPlayerState( void );
void CG_LoadDeferredPlayers( void );
//
// cg_events.c
//
void CG_CheckEvents( centity_t *cent );
const char *CG_PlaceString( int rank );
void CG_EntityEvent( centity_t *cent, vec3_t position );
void CG_PainEvent( centity_t *cent, int health );
void CG_ReattachLimb(centity_t *source);
//
// cg_ents.c
//
void CG_SetEntitySoundPosition( centity_t *cent );
void CG_AddPacketEntities( void );
void CG_ManualEntityRender(centity_t *cent);
void CG_Beam( centity_t *cent );
void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, 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 );
/*
Ghoul2 Insert Start
*/
void ScaleModelAxis(refEntity_t *ent);
/*
Ghoul2 Insert End
*/
//
// cg_turret.c
//
void TurretClientRun(centity_t *ent);
//
// cg_weapons.c
//
void CG_NextWeapon_f( void );
void CG_PrevWeapon_f( void );
void CG_Weapon_f( void );
void CG_RegisterWeapon( int weaponNum);
void CG_RegisterItemVisuals( int itemNum );
void CG_FireWeapon( centity_t *cent, qboolean alt_fire );
void CG_MissileHitWall(int weapon, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType, qboolean alt_fire, int charge);
void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum, qboolean alt_fire);
void CG_AddViewWeapon (playerState_t *ps);
void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent, int team, vec3_t newAngles, qboolean thirdPerson );
void CG_DrawWeaponSelect( void );
void CG_DrawIconBackground(void);
void CG_OutOfAmmoChange( int oldWeapon ); // should this be in pmove?
//
// cg_marks.c
//
void CG_InitMarkPolys( void );
void CG_AddMarks( void );
void CG_ImpactMark( qhandle_t markShader,
const vec3_t origin, const vec3_t dir,
float orientation,
float r, float g, float b, float a,
qboolean alphaFade,
float radius, qboolean temporary );
//
// cg_localents.c
//
void CG_InitLocalEntities( void );
localEntity_t *CG_AllocLocalEntity( void );
void CG_AddLocalEntities( void );
//
// cg_effects.c
//
localEntity_t *CG_SmokePuff( const vec3_t p,
const vec3_t vel,
float radius,
float r, float g, float b, float a,
float duration,
int startTime,
int fadeInTime,
int leFlags,
qhandle_t hShader );
void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing );
void CG_GlassShatter(int entnum, vec3_t dmgPt, vec3_t dmgDir, float dmgRadius, int maxShards);
void CG_CreateDebris(int entnum, vec3_t org, vec3_t mins, vec3_t maxs, int debrissound, int debrismodel);
void CG_ScorePlum( int client, vec3_t org, int score );
void CG_GibPlayer( vec3_t playerOrigin );
void CG_BigExplode( vec3_t playerOrigin );
void CG_Bleed( vec3_t origin, int entityNum );
localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
qhandle_t hModel, int numframes, qhandle_t shader, int msec,
qboolean isSprite, float scale, int flags );// Overloaded in single player
void CG_SurfaceExplosion( vec3_t origin, vec3_t normal, float radius, float shake_speed, qboolean smoke );
void CG_TestLine( vec3_t start, vec3_t end, int time, unsigned int color, int radius);
void CG_InitGlass( void );
//
// cg_snapshot.c
//
void CG_ProcessSnapshots( void );
//
// cg_info.c
//
void CG_LoadingString( const char *s );
void CG_LoadingItem( int itemNum );
void CG_LoadingClient( int clientNum );
void CG_DrawInformation( void );
//
// cg_scoreboard.c
//
qboolean CG_DrawOldScoreboard( void );
void CG_DrawOldTourneyScoreboard( void );
//
// cg_consolecmds.c
//
qboolean CG_ConsoleCommand( void );
void CG_InitConsoleCommands( void );
//
// cg_servercmds.c
//
void CG_ExecuteNewServerCommands( int latestSequence );
void CG_ParseServerinfo( void );
void CG_SetConfigValues( void );
void CG_LoadVoiceChats( void );
void CG_ShaderStateChanged(void);
void CG_VoiceChatLocal( int mode, qboolean voiceOnly, int clientNum, int color, const char *cmd );
void CG_PlayBufferedVoiceChats( void );
//
// cg_playerstate.c
//
int CG_IsMindTricked(int trickIndex1, int trickIndex2, int trickIndex3, int trickIndex4, int client);
void CG_Respawn( void );
void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops );
void CG_CheckChangedPredictableEvents( playerState_t *ps );
//
// cg_saga.c
//
void CG_InitSagaMode(void);
void CG_SagaRoundOver(centity_t *ent, int won);
void CG_SagaObjectiveCompleted(centity_t *ent, int won, int objectivenum);
//===============================================
//
// system traps
// These functions are how the cgame communicates with the main game system
//
// print message on the local console
void trap_Print( const char *fmt );
// abort the game
void trap_Error( const char *fmt );
// milliseconds should only be used for performance tuning, never
// for anything game related. Get time from the CG_DrawActiveFrame parameter
int trap_Milliseconds( void );
// console variable interaction
void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
void trap_Cvar_Update( vmCvar_t *vmCvar );
void trap_Cvar_Set( const char *var_name, const char *value );
void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
// ServerCommand and ConsoleCommand parameter access
int trap_Argc( void );
void trap_Argv( int n, char *buffer, int bufferLength );
void trap_Args( char *buffer, int bufferLength );
// filesystem access
// returns length of file
int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
void trap_FS_Read( void *buffer, int len, fileHandle_t f );
void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
void trap_FS_FCloseFile( fileHandle_t f );
// add commands to the local console as if they were typed in
// for map changing, etc. The command is not executed immediately,
// but will be executed in order the next time console commands
// are processed
void trap_SendConsoleCommand( const char *text );
// register a command name so the console can perform command completion.
// FIXME: replace this with a normal console command "defineCommand"?
void trap_AddCommand( const char *cmdName );
// send a string to the server over the network
void trap_SendClientCommand( const char *s );
// force a screen update, only used during gamestate load
void trap_UpdateScreen( void );
// model collision
void trap_CM_LoadMap( const char *mapname );
int trap_CM_NumInlineModels( void );
clipHandle_t trap_CM_InlineModel( int index ); // 0 = world, 1+ = bmodels
clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs );
int trap_CM_PointContents( const vec3_t p, clipHandle_t model );
int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles );
void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
const vec3_t mins, const vec3_t maxs,
clipHandle_t model, int brushmask );
void trap_CM_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 trap_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 trap_S_MuteSound( int entityNum, int entchannel );
void trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
void trap_S_StopLoopingSound(int entnum);
// a local sound is always played full volume
void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum );
void trap_S_ClearLoopingSounds( qboolean killall );
void trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
void trap_S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
void trap_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 trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
sfxHandle_t trap_S_RegisterSound( const char *sample); // returns buzz if not found
void trap_S_StartBackgroundTrack( const char *intro, const char *loop, qboolean bReturnWithoutStarting); // empty name stops music
void trap_S_StopBackgroundTrack( void );
void trap_R_LoadWorldMap( const char *mapname );
// all media should be registered during level startup to prevent
// hitches during gameplay
qhandle_t trap_R_RegisterModel( const char *name ); // returns rgb axis if not found
qhandle_t trap_R_RegisterSkin( const char *name ); // returns all white if not found
qhandle_t trap_R_RegisterShader( const char *name ); // returns all white if not found
qhandle_t trap_R_RegisterShaderNoMip( const char *name ); // returns all white if not found
qhandle_t trap_R_RegisterFont( const char *name );
int trap_R_Font_StrLenPixels(const char *text, const int iFontIndex, const float scale);
int trap_R_Font_StrLenChars(const char *text);
int trap_R_Font_HeightPixels(const int iFontIndex, const float scale);
void trap_R_Font_DrawString(int ox, int oy, const char *text, const float *rgba, const int setIndex, int iCharLimit, const float scale);
unsigned trap_AnyLanguage_ReadCharFromString( const char **ppText );
// 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 trap_R_ClearScene( void );
void trap_R_AddRefEntityToScene( const refEntity_t *re );
// polys are intended for simple wall marks, not really for doing
// significant construction
void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts );
void trap_R_AddPolysToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int numPolys );
void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
int trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
void trap_R_RenderScene( const refdef_t *fd );
void trap_R_SetColor( const float *rgba ); // NULL = 1,1,1,1
void trap_R_DrawStretchPic( float x, float y, float w, float h,
float s1, float t1, float s2, float t2, qhandle_t hShader );
void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
int trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame,
float frac, const char *tagName );
// Does weird, barely controllable rotation behaviour
void trap_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 trap_R_DrawRotatePic2( float x, float y, float w, float h,
float s1, float t1, float s2, float t2,float a, qhandle_t hShader );
void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset );
void trap_R_GetLightStyle(int style, color4ub_t color);
void trap_R_SetLightStyle(int style, int color);
void trap_R_GetBModelVerts(int bmodelIndex, vec3_t *verts, vec3_t normal );
void trap_FX_AddLine( const vec3_t start, const vec3_t end, float size1, float size2, float sizeParm,
float alpha1, float alpha2, float alphaParm,
const vec3_t sRGB, const vec3_t eRGB, float rgbParm,
int killTime, qhandle_t shader, int flags);
// 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 trap_GetGlconfig( glconfig_t *glconfig );
// the gamestate should be grabbed at startup, and whenever a
// configstring changes
void trap_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 trap_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 trap_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 trap_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 trap_GetCurrentCmdNumber( void );
qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd );
// used for the weapon select and zoom
void trap_SetUserCmdValue( int stateValue, float sensitivityScale, int fpSel, int invenSel );
void trap_SetClientForceAngle(int time, vec3_t angle);
void trap_SetClientTurnExtent(float turnAdd, float turnSub, int turnTime);
void trap_OpenUIMenu(int menuID);
// aids for VM testing
void testPrintInt( char *string, int i );
void testPrintFloat( char *string, float f );
int trap_MemoryRemaining( void );
qboolean trap_Key_IsDown( int keynum );
int trap_Key_GetCatcher( void );
void trap_Key_SetCatcher( int catcher );
int trap_Key_GetKey( const char *binding );
void BG_CycleInven(playerState_t *ps, int direction);
int BG_ProperForceIndex(int power);
void BG_CycleForce(playerState_t *ps, int direction);
typedef enum {
SYSTEM_PRINT,
CHAT_PRINT,
TEAMCHAT_PRINT
} q3print_t; // bk001201 - warning: useless keyword or type name in empty declaration
int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits);
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 trap_SnapVector( float *v );
qboolean trap_loadCamera(const char *name);
void trap_startCamera(int time);
qboolean trap_getCameraInfo(int time, vec3_t *origin, vec3_t *angles);
qboolean trap_GetEntityToken( char *buffer, int bufferSize );
qboolean trap_R_inPVS( const vec3_t p1, const vec3_t p2 );
int trap_FX_RegisterEffect(const char *file);
void trap_FX_PlaySimpleEffect( const char *file, vec3_t org ); // uses a default up axis
void trap_FX_PlayEffect( const char *file, vec3_t org, vec3_t fwd ); // builds arbitrary perp. right vector, does a cross product to define up
void trap_FX_PlayEntityEffect( const char *file, vec3_t org,
vec3_t axis[3], const int boltInfo, const int entNum );
void trap_FX_PlaySimpleEffectID( int id, vec3_t org ); // uses a default up axis
void trap_FX_PlayEffectID( int id, vec3_t org, vec3_t fwd ); // builds arbitrary perp. right vector, does a cross product to define up
void trap_FX_PlayEntityEffectID( int id, vec3_t org,
vec3_t axis[3], const int boltInfo, const int entNum );
void trap_FX_PlayBoltedEffectID( int id, sharedBoltInterface_t *fxObj );
void trap_FX_AddScheduledEffects( void );
int trap_FX_InitSystem( void ); // called in CG_Init to purge the fx system.
qboolean trap_FX_FreeSystem( void ); // ditches all active effects;
void trap_FX_AdjustTime( int time );
void trap_FX_AddPoly( addpolyArgStruct_t *p );
void trap_FX_AddBezier( addbezierArgStruct_t *p );
void trap_FX_AddPrimitive( effectTrailArgStruct_t *p );
void trap_FX_AddSprite( addspriteArgStruct_t *p );
void trap_SP_Print(const unsigned ID, byte *Data);
int trap_SP_GetStringTextString(const char *text, char *buffer, int bufferLength);
void trap_CG_RegisterSharedMemory(char *memory);
qboolean trap_ROFF_Clean( void );
void trap_ROFF_UpdateEntities( void );
int trap_ROFF_Cache( char *file );
qboolean trap_ROFF_Play( int entID, int roffID, qboolean doTranslation );
qboolean trap_ROFF_Purge_Ent( int entID );
void CG_ClearParticles (void);
void CG_AddParticles (void);
void CG_ParticleSnow (qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum);
void CG_ParticleSmoke (qhandle_t pshader, centity_t *cent);
void CG_AddParticleShrapnel (localEntity_t *le);
void CG_ParticleSnowFlurry (qhandle_t pshader, centity_t *cent);
void CG_ParticleBulletDebris (vec3_t org, vec3_t vel, int duration);
void CG_ParticleSparks (vec3_t org, vec3_t vel, int duration, float x, float y, float speed);
void CG_ParticleDust (centity_t *cent, vec3_t origin, vec3_t dir);
void CG_ParticleMisc (qhandle_t pshader, vec3_t origin, int size, int duration, float alpha);
void CG_ParticleExplosion (char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd);
const char *CG_GetStripEdString(char *refSection, char *refName);
extern qboolean initparticles;
int CG_NewParticleArea ( int num );
void FX_TurretProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_TurretHitWall( vec3_t origin, vec3_t normal );
void FX_TurretHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
//-----------------------------
// Effects related prototypes
//-----------------------------
// Environmental effects
void CG_Spark( vec3_t origin, vec3_t dir );
// Weapon prototypes
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_ForceDrained(vec3_t origin, vec3_t dir);
//-----------------------------
// Effects related prototypes
//-----------------------------
// Environmental effects
void CG_Spark( vec3_t origin, vec3_t dir );
// Weapon prototypes
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 );
/*
Ghoul2 Insert Start
*/
// CG specific API access
void trap_G2_ListModelSurfaces(void *ghlInfo);
void trap_G2_ListModelBones(void *ghlInfo, int frame);
void trap_G2_SetGhoul2ModelIndexes(void *ghoul2, qhandle_t *modelList, qhandle_t *skinList);
qboolean trap_G2_HaveWeGhoul2Models(void *ghoul2);
qboolean trap_G2API_GetBoltMatrix(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix,
const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale);
qboolean trap_G2API_GetBoltMatrix_NoReconstruct(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix,
const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale);
int trap_G2API_InitGhoul2Model(void **ghoul2Ptr, const char *fileName, int modelIndex, qhandle_t customSkin,
qhandle_t customShader, int modelFlags, int lodBias);
void trap_G2API_GiveMeVectorFromMatrix(mdxaBone_t *boltMatrix, int flags, vec3_t vec);
int trap_G2API_CopyGhoul2Instance(void *g2From, void *g2To, int modelIndex);
void trap_G2API_CopySpecificGhoul2Model(void *g2From, int modelFrom, void *g2To, int modelTo);
void trap_G2API_DuplicateGhoul2Instance(void *g2From, void **g2To);
qboolean trap_G2API_HasGhoul2ModelOnIndex(void *ghlInfo, int modelIndex);
qboolean trap_G2API_RemoveGhoul2Model(void *ghlInfo, int modelIndex);
int trap_G2API_AddBolt(void *ghoul2, int modelIndex, const char *boneName);
//qboolean trap_G2API_RemoveBolt(void *ghoul2, int index);
void trap_G2API_SetBoltInfo(void *ghoul2, int modelIndex, int boltInfo);
void trap_G2API_CleanGhoul2Models(void **ghoul2Ptr);
qboolean trap_G2API_SetBoneAngles(void *ghoul2, int modelIndex, const char *boneName, const vec3_t angles, const int flags,
const int up, const int right, const int forward, qhandle_t *modelList,
int blendTime , int currentTime );
void trap_G2API_GetGLAName(void *ghoul2, int modelIndex, char *fillBuf);
qboolean trap_G2API_SetBoneAnim(void *ghoul2, const int modelIndex, const char *boneName, const int startFrame, const int endFrame,
const int flags, const float animSpeed, const int currentTime, const float setFrame , const int blendTime );
qboolean trap_G2API_SetRootSurface(void *ghoul2, const int modelIndex, const char *surfaceName);
qboolean trap_G2API_SetSurfaceOnOff(void *ghoul2, const char *surfaceName, const int flags);
qboolean trap_G2API_SetNewOrigin(void *ghoul2, const int boltIndex);
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 );
void CG_InitG2Weapons(void);
void CG_ShutDownG2Weapons(void);
void CG_CopyG2WeaponInstance(int weaponNum, void *toGhoul2);
void CG_CheckPlayerG2Weapons(playerState_t *ps, centity_t *cent);
extern void *g2WeaponInstances[MAX_WEAPONS];
/*
Ghoul2 Insert End
*/
enum {
FONT_NONE,
FONT_SMALL=1,
FONT_MEDIUM,
FONT_LARGE
};