263 lines
No EOL
7.7 KiB
C++
263 lines
No EOL
7.7 KiB
C++
#pragma once
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#if !defined(GHOUL2_SHARED_H_INC)
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#define GHOUL2_SHARED_H_INC
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/*
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Ghoul2 Insert Start
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*/
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#pragma warning (push, 3) //go back down to 3 for the stl include
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#include <vector>
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#include <map>
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#pragma warning (pop)
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using namespace std;
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/*
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Ghoul2 Insert End
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*/
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//===================================================================
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//
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// G H O U L I I D E F I N E S
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//
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// we save the whole surfaceInfo_t struct
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struct surfaceInfo_t
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{
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int offFlags; // what the flags are for this model
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int surface; // index into array held inside the model definition of pointers to the actual surface data loaded in - used by both client and game
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float genBarycentricJ; // point 0 barycentric coors
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float genBarycentricI; // point 1 barycentric coors - point 2 is 1 - point0 - point1
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int genPolySurfaceIndex; // used to point back to the original surface and poly if this is a generated surface
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int genLod; // used to determine original lod of original surface and poly hit location
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surfaceInfo_t():
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offFlags(0),
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surface(0),
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genBarycentricJ(0),
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genBarycentricI(0),
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genPolySurfaceIndex(0),
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genLod(0)
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{}
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};
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#define MDXABONEDEF // used in the mdxformat.h file to stop redefinitions of the bone struct.
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// we save the whole structure here.
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struct boneInfo_t
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{
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int boneNumber; // what bone are we overriding?
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mdxaBone_t matrix; // details of bone angle overrides - some are pre-done on the server, some in ghoul2
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int flags; // flags for override
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int startFrame; // start frame for animation
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int endFrame; // end frame for animation NOTE anim actually ends on endFrame+1
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int startTime; // time we started this animation
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int pauseTime; // time we paused this animation - 0 if not paused
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float animSpeed; // speed at which this anim runs. 1.0f means full speed of animation incoming - ie if anim is 20hrtz, we run at 20hrts. If 5hrts, we run at 5 hrts
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float blendFrame; // frame PLUS LERP value to blend from
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int blendLerpFrame; // frame to lerp the blend frame with.
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int blendTime; // Duration time for blending - used to calc amount each frame of new anim is blended with last frame of the last anim
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int blendStart; // Time when blending starts - not necessarily the same as startTime since we might start half way through an anim
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int boneBlendTime; // time for duration of bone angle blend with normal animation
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int boneBlendStart; // time bone angle blend with normal animation began
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int lastTime; // this does not go across the network
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mdxaBone_t newMatrix; // This is the lerped matrix that Ghoul2 uses on the client side - does not go across the network
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boneInfo_t():
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boneNumber(-1),
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flags(0),
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startFrame(0),
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endFrame(0),
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startTime(0),
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pauseTime(0),
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animSpeed(0),
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blendFrame(0),
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blendLerpFrame(0),
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blendTime(0),
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blendStart(0),
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boneBlendTime(0),
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boneBlendStart(0),
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lastTime(0)
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{
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matrix.matrix[0][0] = matrix.matrix[0][1] = matrix.matrix[0][2] = matrix.matrix[0][3] =
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matrix.matrix[1][0] = matrix.matrix[1][1] = matrix.matrix[1][2] = matrix.matrix[1][3] =
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matrix.matrix[2][0] = matrix.matrix[2][1] = matrix.matrix[2][2] = matrix.matrix[2][3] = 0.0f;
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}
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};
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//we save from top to boltUsed here. Don't bother saving the position, it gets rebuilt every frame anyway
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struct boltInfo_t{
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int boneNumber; // bone number bolt attaches to
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int surfaceNumber; // surface number bolt attaches to
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int surfaceType; // if we attach to a surface, this tells us if it is an original surface or a generated one - doesn't go across the network
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int boltUsed; // nor does this
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mdxaBone_t position; // this does not go across the network
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boltInfo_t():
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boneNumber(-1),
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surfaceNumber(-1),
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surfaceType(0),
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boltUsed(0)
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{}
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};
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#ifdef _SOF2
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typedef enum
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{
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PGORE_NONE,
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PGORE_ARMOR,
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PGORE_BULLETSMALL,
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PGORE_BULLETMED,
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PGORE_BULLETBIG,
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PGORE_HEGRENADE,
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PGORE_COUNT
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} goreEnum_t;
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struct goreEnumShader_t
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{
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goreEnum_t shaderEnum;
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char shaderName[MAX_QPATH];
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};
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struct SSkinGoreData
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{
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vec3_t angles;
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vec3_t position;
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int currentTime;
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int entNum;
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vec3_t rayDirection; // in world space
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vec3_t hitLocation; // in world space
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vec3_t scale;
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float SSize; // size of splotch in the S texture direction in world units
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float TSize; // size of splotch in the T texture direction in world units
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float theta; // angle to rotate the splotch
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// qhandle_t shader; // handle to shader for gore, this better be rendered after the shader of the underlying surface
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// this shader should also have "clamp" mode, not tiled.
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goreEnum_t shaderEnum; // enum that'll get switched over to the shader's actual handle
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};
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#endif // _SOF2
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#define MAX_GHOUL_COUNT_BITS 8 // bits required to send across the MAX_G2_MODELS inside of the networking - this is the only restriction on ghoul models possible per entity
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typedef vector <surfaceInfo_t> surfaceInfo_v;
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typedef vector <boneInfo_t> boneInfo_v;
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typedef vector <boltInfo_t> boltInfo_v;
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typedef vector <mdxaBone_t> mdxaBone_v;
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// defines for stuff to go into the mflags
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#define GHOUL2_NOCOLLIDE 0x001
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#define GHOUL2_NORENDER 0x002
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#define GHOUL2_NOMODEL 0x004
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#define GHOUL2_NEWORIGIN 0x008
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// NOTE order in here matters. We save out from mModelindex to mFlags, but not the STL vectors that are at the top or the bottom.
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class CGhoul2Info
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{
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public:
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surfaceInfo_v mSlist;
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boltInfo_v mBltlist;
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boneInfo_v mBlist;
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// save from here
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int mModelindex;
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qhandle_t mCustomShader;
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qhandle_t mCustomSkin;
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int mModelBoltLink;
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int mSurfaceRoot;
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int mCreationID;
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int mLodBias;
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int mNewOrigin; // this contains the bolt index of the new origin for this model
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#ifdef _SOF2
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int mGoreSetTag;
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#endif // _SOF2
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qhandle_t mModel; // this and the next entries do NOT go across the network. They are for gameside access ONLY
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char mFileName[MAX_QPATH];
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int mAnimFrameDefault;
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int mSkelFrameNum;
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int mMeshFrameNum;
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int mFlags; // used for determining whether to do full collision detection against this object
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// to here
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int *mTransformedVertsArray; // used to create an array of pointers to transformed verts per surface for collision detection
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mdxaBone_v mTempBoneList;
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int mSkin;
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CGhoul2Info():
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mModelindex(-1),
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mCustomShader(0),
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mCustomSkin(0),
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mModelBoltLink(0),
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mModel(0),
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mSurfaceRoot(0),
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mAnimFrameDefault(0),
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mSkelFrameNum(-1),
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mMeshFrameNum(-1),
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mCreationID(0),
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mFlags(0),
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mTransformedVertsArray(0),
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mLodBias(0),
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mSkin(0),
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mNewOrigin(-1)
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{
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mFileName[0] = 0;
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}
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~CGhoul2Info(void)
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{
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mSlist.~surfaceInfo_v();
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mBltlist.~boltInfo_v();
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mBlist.~boneInfo_v();
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mTempBoneList.~mdxaBone_v();
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}
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};
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typedef vector <CGhoul2Info> CGhoul2Info_v;
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// collision detection stuff
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#define G2_FRONTFACE 1
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#define G2_BACKFACE 0
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class CCollisionRecord
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{
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public:
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float mDistance;
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int mEntityNum;
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int mModelIndex;
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int mPolyIndex;
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int mSurfaceIndex;
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vec3_t mCollisionPosition;
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vec3_t mCollisionNormal;
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int mFlags;
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int mMaterial;
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int mLocation;
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float mBarycentricI; // two barycentic coodinates for the hit point
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float mBarycentricJ; // K = 1-I-J
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CCollisionRecord():
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mEntityNum(-1),
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mDistance(100000)
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{}
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};
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// calling defines for the trace function
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enum EG2_Collision
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{
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G2_NOCOLLIDE,
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G2_COLLIDE,
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G2_RETURNONHIT
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};
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//typedef map < float, CCollisionRecord > CCollisionRecord_m;
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enum EWraithInstFlags
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{
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WF_BASEMODEL = (1<<0),
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WF_CLIENTONLY = (1<<1),
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WF_SERVERONLY = (1<<2),
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WF_NPC = (1<<3),
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};
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//====================================================================
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#endif // GHOUL2_SHARED_H_INC
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