jedioutcast/CODEmp/ghoul2/ghoul2_shared.h
2013-04-04 09:52:42 -05:00

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7.7 KiB
C++

#pragma once
#if !defined(GHOUL2_SHARED_H_INC)
#define GHOUL2_SHARED_H_INC
/*
Ghoul2 Insert Start
*/
#pragma warning (push, 3) //go back down to 3 for the stl include
#include <vector>
#include <map>
#pragma warning (pop)
using namespace std;
/*
Ghoul2 Insert End
*/
//===================================================================
//
// G H O U L I I D E F I N E S
//
// we save the whole surfaceInfo_t struct
struct surfaceInfo_t
{
int offFlags; // what the flags are for this model
int surface; // index into array held inside the model definition of pointers to the actual surface data loaded in - used by both client and game
float genBarycentricJ; // point 0 barycentric coors
float genBarycentricI; // point 1 barycentric coors - point 2 is 1 - point0 - point1
int genPolySurfaceIndex; // used to point back to the original surface and poly if this is a generated surface
int genLod; // used to determine original lod of original surface and poly hit location
surfaceInfo_t():
offFlags(0),
surface(0),
genBarycentricJ(0),
genBarycentricI(0),
genPolySurfaceIndex(0),
genLod(0)
{}
};
#define MDXABONEDEF // used in the mdxformat.h file to stop redefinitions of the bone struct.
// we save the whole structure here.
struct boneInfo_t
{
int boneNumber; // what bone are we overriding?
mdxaBone_t matrix; // details of bone angle overrides - some are pre-done on the server, some in ghoul2
int flags; // flags for override
int startFrame; // start frame for animation
int endFrame; // end frame for animation NOTE anim actually ends on endFrame+1
int startTime; // time we started this animation
int pauseTime; // time we paused this animation - 0 if not paused
float animSpeed; // speed at which this anim runs. 1.0f means full speed of animation incoming - ie if anim is 20hrtz, we run at 20hrts. If 5hrts, we run at 5 hrts
float blendFrame; // frame PLUS LERP value to blend from
int blendLerpFrame; // frame to lerp the blend frame with.
int blendTime; // Duration time for blending - used to calc amount each frame of new anim is blended with last frame of the last anim
int blendStart; // Time when blending starts - not necessarily the same as startTime since we might start half way through an anim
int boneBlendTime; // time for duration of bone angle blend with normal animation
int boneBlendStart; // time bone angle blend with normal animation began
int lastTime; // this does not go across the network
mdxaBone_t newMatrix; // This is the lerped matrix that Ghoul2 uses on the client side - does not go across the network
boneInfo_t():
boneNumber(-1),
flags(0),
startFrame(0),
endFrame(0),
startTime(0),
pauseTime(0),
animSpeed(0),
blendFrame(0),
blendLerpFrame(0),
blendTime(0),
blendStart(0),
boneBlendTime(0),
boneBlendStart(0),
lastTime(0)
{
matrix.matrix[0][0] = matrix.matrix[0][1] = matrix.matrix[0][2] = matrix.matrix[0][3] =
matrix.matrix[1][0] = matrix.matrix[1][1] = matrix.matrix[1][2] = matrix.matrix[1][3] =
matrix.matrix[2][0] = matrix.matrix[2][1] = matrix.matrix[2][2] = matrix.matrix[2][3] = 0.0f;
}
};
//we save from top to boltUsed here. Don't bother saving the position, it gets rebuilt every frame anyway
struct boltInfo_t{
int boneNumber; // bone number bolt attaches to
int surfaceNumber; // surface number bolt attaches to
int surfaceType; // if we attach to a surface, this tells us if it is an original surface or a generated one - doesn't go across the network
int boltUsed; // nor does this
mdxaBone_t position; // this does not go across the network
boltInfo_t():
boneNumber(-1),
surfaceNumber(-1),
surfaceType(0),
boltUsed(0)
{}
};
#ifdef _SOF2
typedef enum
{
PGORE_NONE,
PGORE_ARMOR,
PGORE_BULLETSMALL,
PGORE_BULLETMED,
PGORE_BULLETBIG,
PGORE_HEGRENADE,
PGORE_COUNT
} goreEnum_t;
struct goreEnumShader_t
{
goreEnum_t shaderEnum;
char shaderName[MAX_QPATH];
};
struct SSkinGoreData
{
vec3_t angles;
vec3_t position;
int currentTime;
int entNum;
vec3_t rayDirection; // in world space
vec3_t hitLocation; // in world space
vec3_t scale;
float SSize; // size of splotch in the S texture direction in world units
float TSize; // size of splotch in the T texture direction in world units
float theta; // angle to rotate the splotch
// qhandle_t shader; // handle to shader for gore, this better be rendered after the shader of the underlying surface
// this shader should also have "clamp" mode, not tiled.
goreEnum_t shaderEnum; // enum that'll get switched over to the shader's actual handle
};
#endif // _SOF2
#define MAX_GHOUL_COUNT_BITS 8 // bits required to send across the MAX_G2_MODELS inside of the networking - this is the only restriction on ghoul models possible per entity
typedef vector <surfaceInfo_t> surfaceInfo_v;
typedef vector <boneInfo_t> boneInfo_v;
typedef vector <boltInfo_t> boltInfo_v;
typedef vector <mdxaBone_t> mdxaBone_v;
// defines for stuff to go into the mflags
#define GHOUL2_NOCOLLIDE 0x001
#define GHOUL2_NORENDER 0x002
#define GHOUL2_NOMODEL 0x004
#define GHOUL2_NEWORIGIN 0x008
// NOTE order in here matters. We save out from mModelindex to mFlags, but not the STL vectors that are at the top or the bottom.
class CGhoul2Info
{
public:
surfaceInfo_v mSlist;
boltInfo_v mBltlist;
boneInfo_v mBlist;
// save from here
int mModelindex;
qhandle_t mCustomShader;
qhandle_t mCustomSkin;
int mModelBoltLink;
int mSurfaceRoot;
int mCreationID;
int mLodBias;
int mNewOrigin; // this contains the bolt index of the new origin for this model
#ifdef _SOF2
int mGoreSetTag;
#endif // _SOF2
qhandle_t mModel; // this and the next entries do NOT go across the network. They are for gameside access ONLY
char mFileName[MAX_QPATH];
int mAnimFrameDefault;
int mSkelFrameNum;
int mMeshFrameNum;
int mFlags; // used for determining whether to do full collision detection against this object
// to here
int *mTransformedVertsArray; // used to create an array of pointers to transformed verts per surface for collision detection
mdxaBone_v mTempBoneList;
int mSkin;
CGhoul2Info():
mModelindex(-1),
mCustomShader(0),
mCustomSkin(0),
mModelBoltLink(0),
mModel(0),
mSurfaceRoot(0),
mAnimFrameDefault(0),
mSkelFrameNum(-1),
mMeshFrameNum(-1),
mCreationID(0),
mFlags(0),
mTransformedVertsArray(0),
mLodBias(0),
mSkin(0),
mNewOrigin(-1)
{
mFileName[0] = 0;
}
~CGhoul2Info(void)
{
mSlist.~surfaceInfo_v();
mBltlist.~boltInfo_v();
mBlist.~boneInfo_v();
mTempBoneList.~mdxaBone_v();
}
};
typedef vector <CGhoul2Info> CGhoul2Info_v;
// collision detection stuff
#define G2_FRONTFACE 1
#define G2_BACKFACE 0
class CCollisionRecord
{
public:
float mDistance;
int mEntityNum;
int mModelIndex;
int mPolyIndex;
int mSurfaceIndex;
vec3_t mCollisionPosition;
vec3_t mCollisionNormal;
int mFlags;
int mMaterial;
int mLocation;
float mBarycentricI; // two barycentic coodinates for the hit point
float mBarycentricJ; // K = 1-I-J
CCollisionRecord():
mEntityNum(-1),
mDistance(100000)
{}
};
// calling defines for the trace function
enum EG2_Collision
{
G2_NOCOLLIDE,
G2_COLLIDE,
G2_RETURNONHIT
};
//typedef map < float, CCollisionRecord > CCollisionRecord_m;
enum EWraithInstFlags
{
WF_BASEMODEL = (1<<0),
WF_CLIENTONLY = (1<<1),
WF_SERVERONLY = (1<<2),
WF_NPC = (1<<3),
};
//====================================================================
#endif // GHOUL2_SHARED_H_INC