/* =========================================================================== Copyright (C) 1999 - 2005, Id Software, Inc. Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2013 - 2015, OpenJK contributors This file is part of the OpenJK source code. OpenJK is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, see . =========================================================================== */ #ifndef __CG_LOCAL_H__ #define __CG_LOCAL_H__ #include "../qcommon/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 1900 #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 2048 #define MARK_TOTAL_TIME 10000 #define MARK_FADE_TIME 1000 #define STAT_MINUS 10 // num frame for '-' stats digit #define ICON_SIZE 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 32 // we don't need 64 now since we don't use this for scroll text, and I needed to change a hardwired 128 to 256, so... #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 #define CS_TRY_ALL 4 #define WAVE_AMPLITUDE 1 #define WAVE_FREQUENCY 0.4 #define DEFAULT_PLAYER_HEIGHT 58 //================================================= // 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 const 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; vec3_t renderAngles; //for ET_PLAYERS, the actual angles it was rendered at- should be used by any getboltmatrix calls after CG_Player float rotValue; //rotation increment for repeater effect int snapShotTime; //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; int fadeTime; // custom fade time (to slow down fade of saber burn marks) 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; #define CG_OVERRIDE_3RD_PERSON_ENT 0x00000001 #define CG_OVERRIDE_3RD_PERSON_RNG 0x00000002 #define CG_OVERRIDE_3RD_PERSON_ANG 0x00000004 #define CG_OVERRIDE_3RD_PERSON_VOF 0x00000008 #define CG_OVERRIDE_3RD_PERSON_POF 0x00000010 #define CG_OVERRIDE_3RD_PERSON_CDP 0x00000020 #define CG_OVERRIDE_3RD_PERSON_APH 0x00000040 #define CG_OVERRIDE_FOV 0x00000080 #define CG_HUD_NORMAL 0x00 #define CG_HUD_SCALED 0x01 #define CG_HUD_ZOOM 0x02 typedef struct { //NOTE: these probably get cleared in save/load!!! int active; //bit-flag field of which overrides are active 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 thirdPersonCameraDamp; //how tightly to move the camera pos behind the player float thirdPersonAlpha; //how tightly to move the camera pos behind the player 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 stereoFrame_t stereoView; qboolean renderingThirdPerson; // during deaths, chasecams, etc //Probably needs to move elsewhere but... int saberG2Num[2]; int saberModelIndex[2]; CGhoul2Info_v saber_ghoul2[2]; // 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]; // centerprinting int centerPrintTime; int centerPrintDelayOverride; 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][256/*128*/]; // bosted for taiwanese squealy radio static speech in kejim post int captionTextY; int scrollTextLines; // Number of lines being printed int scrollTextTime; int captionNextTextTime; int captionTextCurrentLine; int captionTextTime; int captionLetterTime; // 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 int drawingHUD; 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 itemSelectorType; // 0 - weapons, 1 - gadgets, 2 - fighting-style, 3 - force powers int itemSelectorSelection; int itemSelectorTime; vec3_t itemSelectorOrigin; vec3_t itemSelectorOffset; int moveSpeedSelect; int moveSpeedSelectTime; 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 missionStatusDeadTime; int forceHUDTotalFlashTime; int forceHUDNextFlashTime; qboolean forceHUDActive; // Flag to show force hud is off/on qboolean missionFailedScreen; // qtrue if opened int weaponPickupTextTime; int VHUDFlashTime; qboolean VHUDTurboFlag; 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 int kick_time; // when the kick happened, so it gets reduced over time // temp working variables for player view float bobfracsin; int bobcycle; float xyspeed; // development tool char testModelName[MAX_QPATH]; /* 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; #define MAX_SHOWPOWERS 12 extern int showPowers[MAX_SHOWPOWERS]; extern const char *showPowersName[MAX_SHOWPOWERS]; extern int force_icons[NUM_FORCE_POWERS]; #define MAX_DPSHOWPOWERS 16 //============================================================================== #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 centity_t *cg_permanents[MAX_GENTITIES]; extern int cg_numpermanents; 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_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_shadows; extern vmCvar_t cg_renderToTextureFX; extern vmCvar_t cg_shadowCullDistance; 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_drawCrosshairForce; extern vmCvar_t cg_dynamicCrosshair; extern vmCvar_t cg_crosshairForceHint; extern vmCvar_t cg_crosshairIdentifyTarget; extern vmCvar_t cg_crosshairX; extern vmCvar_t cg_crosshairY; extern vmCvar_t cg_crosshairSize; extern vmCvar_t cg_drawStatus; extern vmCvar_t cg_drawHUD; extern vmCvar_t cg_draw2D; extern vmCvar_t cg_debugAnim; #ifndef FINAL_BUILD extern vmCvar_t cg_debugAnimTarget; extern vmCvar_t cg_gun_frame; #endif extern vmCvar_t cg_gun_x; extern vmCvar_t cg_gun_y; extern vmCvar_t cg_gun_z; extern vmCvar_t cg_debugSaber; extern vmCvar_t cg_debugEvents; extern vmCvar_t cg_errorDecay; extern vmCvar_t cg_footsteps; extern vmCvar_t cg_addMarks; extern vmCvar_t cg_drawGun; extern vmCvar_t cg_autoswitch; extern vmCvar_t cg_simpleItems; extern vmCvar_t cg_fov; extern vmCvar_t cg_fovAspectAdjust; extern vmCvar_t cg_endcredits; extern vmCvar_t cg_updatedDataPadForcePower1; extern vmCvar_t cg_updatedDataPadForcePower2; extern vmCvar_t cg_updatedDataPadForcePower3; extern vmCvar_t cg_updatedDataPadObjective; extern vmCvar_t cg_drawBreath; extern vmCvar_t cg_roffdebug; #ifndef FINAL_BUILD extern vmCvar_t cg_roffval1; extern vmCvar_t cg_roffval2; extern vmCvar_t cg_roffval3; extern vmCvar_t cg_roffval4; #endif extern vmCvar_t cg_thirdPerson; extern vmCvar_t cg_thirdPersonRange; extern vmCvar_t cg_thirdPersonMaxRange; 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_debugSaberCombat; extern vmCvar_t cg_saberBurnMarkCoolDownTime; extern vmCvar_t cg_autoUseBacta; extern vmCvar_t cg_usableObjectsHint; extern vmCvar_t cg_zProj; extern vmCvar_t cg_stereoSeparation; extern vmCvar_t cg_worldScale; extern vmCvar_t cg_heightAdjust; extern vmCvar_t cg_developer; extern vmCvar_t cg_timescale; extern vmCvar_t cg_skippingcin; extern vmCvar_t cg_hudScale; extern vmCvar_t cg_hudStereo; extern vmCvar_t cg_hudYOffset; 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; extern vmCvar_t cg_forceSpeedFOVAdjust; extern vmCvar_t cg_turnAnims; extern vmCvar_t cg_motionBoneComp; extern vmCvar_t cg_reliableAnimSounds; extern vmCvar_t cg_smoothPlayerPos; extern vmCvar_t cg_smoothPlayerPlat; extern vmCvar_t cg_smoothPlayerPlatAccel; extern vmCvar_t cg_smoothCamera; extern vmCvar_t cg_speedTrail; extern vmCvar_t cg_fovViewmodel; extern vmCvar_t cg_fovViewmodelAdjust; extern vmCvar_t cg_scaleVehicleSensitivity; //VR Weapon Offsets extern vmCvar_t vr_weapon_adjustment_1; extern vmCvar_t vr_weapon_adjustment_2; extern vmCvar_t vr_weapon_adjustment_3; extern vmCvar_t vr_weapon_adjustment_4; extern vmCvar_t vr_weapon_adjustment_5; extern vmCvar_t vr_weapon_adjustment_6; extern vmCvar_t vr_weapon_adjustment_7; extern vmCvar_t vr_weapon_adjustment_8; extern vmCvar_t vr_weapon_adjustment_9; extern vmCvar_t vr_weapon_adjustment_10; extern vmCvar_t vr_weapon_adjustment_11; extern vmCvar_t vr_weapon_adjustment_12; extern vmCvar_t vr_weapon_adjustment_13; extern vmCvar_t vr_weapon_adjustment_14; extern vmCvar_t vr_weapon_adjustment_18; extern vmCvar_t vr_weapon_adjustment_19; extern vmCvar_t vr_weapon_adjustment_20; extern vmCvar_t vr_weapon_adjustment_22; 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, ... ); NORETURN 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_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_DROPSHADOW 0x00000800 #define CG_BLINK 0x00001000 #define CG_INVERSE 0x00002000 #define CG_PULSE 0x00004000 #define FONT_SCALE (1.0f / cg_hudScale.value) void CG_DrawRect( float x, float y, float width, float height, float size, const float *color ); 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 ); void CG_AdjustFrom640( float *x, float *y, float *w, float *h ); void CG_AdjustFrom640Int( int *x, int *y, int *w, int *h ); // // cg_draw.c // void CG_CenterPrint( const char *str, int y, int delayOverride = -1 ); void CG_DrawActive( stereoFrame_t stereoView ); void CG_ScrollText( const char *str, int iPixelWidth ); void CG_CaptionText( const char *str, int sound ); void CG_CaptionTextStop( void ); // // cg_text.c // void CG_DrawScrollText( void ); void CG_DrawCaptionText( bool inImmersiveCamera ); void CG_DrawCenterString( void ); // // cg_player.c // void CG_AddGhoul2Mark(int type, float size, vec3_t hitloc, vec3_t hitdirection, int entnum, vec3_t entposition, float entangle, CGhoul2Info_v &ghoul2, vec3_t modelScale, int lifeTime = 0, int firstModel = 0, vec3_t uaxis = 0); void CG_Player( centity_t *cent ); void CG_ResetPlayerEntity( centity_t *cent ); void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cent, bool forceShownInFirstPerson = false ); 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( qboolean isPortal ); void CG_Beam( centity_t *cent, int 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_AddViewWeapon (playerState_t *ps); void CG_DrawWeaponSelect( void ); void CG_DrawItemSelector( void ); void CG_OutOfAmmoChange( void ); // 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_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 ); // cg_credits.cpp // void CG_Credits_Init( const char *psStripReference, vec4_t *pv4Color); qboolean CG_Credits_Running( void ); qboolean CG_Credits_Draw( void ); //=============================================== // // 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 NORETURN 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 ); char* cgi_Cvar_Get( const char *var_name ); //Haptics int cgi_HapticEvent( char *description, int position, int channel, int intensity, float yaw, float height); // 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 ); //RMG void cgi_RMG_Init(int terrainID, const char *terrainInfo); int cgi_CM_RegisterTerrain(const char *terrainInfo); void cgi_RE_InitRendererTerrain( const char *terrainInfo ); // model collision void cgi_CM_LoadMap( const char *mapname, qboolean subBSP ); 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 );//, const int contents ); 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( const vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx ); void cgi_S_StopSounds( void ); // 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, soundChannel_t chan = CHAN_AUTO ); 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); 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); qboolean cgi_Language_UsesSpaces(void); unsigned cgi_AnyLanguage_ReadCharFromString( const char *psText, int *iAdvanceCount, qboolean *pbIsTrailingPunctuation = NULL ); void cgi_R_SetRefractProp(float alpha, float stretch, qboolean prepost, qboolean negate); // 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 ); //used by miscents qboolean cgi_R_inPVS( vec3_t p1, vec3_t p2 ); // 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_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_SetRangeFog(float range); 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 ); qboolean cgi_GetDefaultState(int entityIndex, entityState_t *state ); // 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, float mPitchOverride, float mYawOverride ); 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 ); void CG_DrawMiscEnts(void); //----------------------------- // 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( gentity_t *hit, 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_ConcProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ); void FX_ConcHitWall( vec3_t origin, vec3_t normal ); void FX_ConcHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ); void FX_ConcAltShot( vec3_t start, vec3_t end ); void FX_ConcAltMiss( vec3_t origin, vec3_t normal ); void FX_EmplacedHitWall( vec3_t origin, vec3_t normal, qboolean eweb ); void FX_EmplacedHitPlayer( vec3_t origin, vec3_t normal, qboolean eweb ); 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 FX_TuskenShotProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ); void FX_TuskenShotWeaponHitWall( vec3_t origin, vec3_t normal ); void FX_TuskenShotWeaponHitPlayer( gentity_t *hit, vec3_t origin, vec3_t normal, qboolean humanoid ); void FX_NoghriShotProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ); void FX_NoghriShotWeaponHitWall( vec3_t origin, vec3_t normal ); void FX_NoghriShotWeaponHitPlayer( gentity_t *hit, vec3_t origin, vec3_t normal, qboolean humanoid ); 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 ); qboolean CG_VehicleWeaponImpact( centity_t *cent ); /* 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_SetGhoul2Info( refEntity_t *ent, centity_t *cent); /* Ghoul2 Insert End */ void trap_Com_SetOrgAngles(vec3_t org,vec3_t angles); 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_GetStringTextString(const char *text, char *buf, int bufferlength); void cgi_UI_Menu_Reset( void ); void cgi_UI_Menu_New(char *buf ); void cgi_UI_Menu_OpenByName(char *buf); void cgi_UI_SetActive_Menu(char *name); 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_MenuCloseAll(void); void cgi_UI_String_Init(void); int cgi_UI_GetMenuItemInfo(const char *menuFile,const char *itemName,int *x,int *y,int *w,int *h,vec4_t color,qhandle_t *background); int cgi_UI_GetMenuInfo(char *menuFile,int *x,int *y,int *w,int *h); void cgi_UI_Menu_Paint( void *menu, qboolean force ); void *cgi_UI_GetMenuByName( const char *menu ); void SetWeaponSelectTime(void); void CG_PlayEffectBolted( const char *fxName, const int modelIndex, const int boltIndex, const int entNum, vec3_t origin, int iLoopTime=0, const bool isRelative=false ); void CG_PlayEffectIDBolted( const int fxID, const int modelIndex, const int boltIndex, const int entNum, vec3_t origin, int iLoopTime=0, const bool isRelative=false ); void CG_PlayEffectOnEnt( const char *fxName, const int clientNum, vec3_t origin, const vec3_t fwd ); void CG_PlayEffectIDOnEnt( const int fxID, const int clientNum, vec3_t origin, const vec3_t fwd ); void CG_PlayEffect( const char *fxName, vec3_t origin, const vec3_t fwd ); void CG_PlayEffectID( const int fxID, vec3_t origin, const vec3_t fwd ); void CG_ClearLightStyles( void ); void CG_RunLightStyles( void ); void CG_SetLightstyle( int i ); #endif //__CG_LOCAL_H__