/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2005 - 2015, ioquake3 contributors
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 __Q_SHARED_H
#define __Q_SHARED_H
// q_shared.h -- included first by ALL program modules.
// A user mod should never modify this file
#include "qcommon/q_math.h"
#include "qcommon/q_color.h"
#include "qcommon/q_string.h"
#ifdef _MSC_VER
#pragma warning(disable : 4018) // signed/unsigned mismatch
//#pragma warning(disable : 4032) //formal parameter 'number' has different type when promoted
//#pragma warning(disable : 4051) //type conversion; possible loss of data
//#pragma warning(disable : 4057) // slightly different base types
#pragma warning(disable : 4100) // unreferenced formal parameter
//#pragma warning(disable : 4115) //'type' : named type definition in parentheses
#pragma warning(disable : 4125) // decimal digit terminates octal escape sequence
#pragma warning(disable : 4127) // conditional expression is constant
//#pragma warning(disable : 4136) //conversion between different floating-point types
//#pragma warning(disable : 4201) //nonstandard extension used : nameless struct/union
//#pragma warning(disable : 4214) //nonstandard extension used : bit field types other than int
//#pragma warning(disable : 4220) // varargs matches remaining parameters
#pragma warning(disable : 4244) //'conversion' conversion from 'type1' to 'type2', possible loss of data
#pragma warning(disable : 4284) // return type not UDT
//#pragma warning(disable : 4305) // truncation from const double to float
#pragma warning(disable : 4310) // cast truncates constant value
#pragma warning(disable : 4514) //unreferenced inline/local function has been removed
#pragma warning(disable : 4710) // not inlined
#pragma warning(disable : 4711) // selected for automatic inline expansion
#pragma warning(disable : 4786) // identifier was truncated
#pragma warning(disable : 5208) // unnamed class used in typedef name cannot declare members other than non-static data members, member enumerations, or member classes
#pragma warning(disable : 4996) // This function or variable may be unsafe.
#endif
//rww - conveniently toggle "gore" code, for model decals and stuff.
#ifndef JK2_MODE
#define _G2_GORE
#endif // !JK2_MODE
#if JK2_MODE
#define PRODUCT_NAME "openjo_sp"
#define CLIENT_WINDOW_TITLE "OpenJO (SP)"
#define CLIENT_CONSOLE_TITLE "OpenJO Console (SP)"
#define HOMEPATH_NAME_UNIX "openjo"
#define HOMEPATH_NAME_WIN "OpenJO"
#define HOMEPATH_NAME_MACOSX HOMEPATH_NAME_WIN
#else
#define PRODUCT_NAME "openjk_sp"
#define CLIENT_WINDOW_TITLE "OpenJK (SP)"
#define CLIENT_CONSOLE_TITLE "OpenJK Console (SP)"
#define HOMEPATH_NAME_UNIX "openjk"
#define HOMEPATH_NAME_WIN "OpenJK"
#define HOMEPATH_NAME_MACOSX HOMEPATH_NAME_WIN
#endif
#define BASEGAME "base"
#define OPENJKGAME "OpenJK"
#define Q3CONFIG_NAME PRODUCT_NAME ".cfg"
#define BASE_SAVE_COMPAT // this is defined to disable/fix some changes that break save compatibility
#define VALIDSTRING( a ) ( ( a != NULL ) && ( a[0] != '\0' ) )
//JAC: Added
#define ARRAY_LEN( x ) ( sizeof( x ) / sizeof( *(x) ) )
#define STRING( a ) #a
#define XSTRING( a ) STRING( a )
#ifndef FINAL_BUILD
#ifdef _WIN32
#define G2_PERFORMANCE_ANALYSIS
#endif
#endif
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#ifdef __cplusplus
#include
#endif
//Ignore __attribute__ on non-gcc platforms
#if !defined(__GNUC__) && !defined(__attribute__)
#define __attribute__(x)
#endif
#if defined(__GNUC__)
#define UNUSED_VAR __attribute__((unused))
#else
#define UNUSED_VAR
#endif
#if (defined _MSC_VER)
#define Q_EXPORT __declspec(dllexport)
#elif (defined __SUNPRO_C)
#define Q_EXPORT __global
#elif ((__GNUC__ >= 3) && (!__EMX__) && (!sun))
#define Q_EXPORT __attribute__((visibility("default")))
#else
#define Q_EXPORT
#endif
// this is the define for determining if we have an asm version of a C function
#if (defined(_M_IX86) || defined(__i386__)) && !defined(__sun__)
#define id386 1
#else
#define id386 0
#endif
#if (defined(powerc) || defined(powerpc) || defined(ppc) || defined(__ppc) || defined(__ppc__)) && !defined(C_ONLY)
#define idppc 1
#else
#define idppc 0
#endif
#include "qcommon/q_platform.h"
#include "ojk_saved_game_helper_fwd.h"
// ================================================================
// TYPE DEFINITIONS
// ================================================================
typedef int32_t qhandle_t, thandle_t, fxHandle_t, sfxHandle_t, fileHandle_t, clipHandle_t;
#define NULL_HANDLE ((qhandle_t)0)
#define NULL_SOUND ((sfxHandle_t)0)
#define NULL_FX ((fxHandle_t)0)
#define NULL_SFX ((sfxHandle_t)0)
#define NULL_FILE ((fileHandle_t)0)
#define NULL_CLIP ((clipHandle_t)0)
#define PAD(base, alignment) (((base)+(alignment)-1) & ~((alignment)-1))
#define PADLEN(base, alignment) (PAD((base), (alignment)) - (base))
#define PADP(base, alignment) ((void *) PAD((intptr_t) (base), (alignment)))
#ifdef __GNUC__
#define QALIGN(x) __attribute__((aligned(x)))
#else
#define QALIGN(x)
#endif
#ifndef NULL
// NOTE: This is all c++ so casting to void * is wrong
#define NULL ((void *)0)
#endif
#define INT_ID( a, b, c, d ) (uint32_t)((((a) & 0xff) << 24) | (((b) & 0xff) << 16) | (((c) & 0xff) << 8) | ((d) & 0xff))
// the game guarantees that no string from the network will ever
// exceed MAX_STRING_CHARS
#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
#define MAX_STRING_TOKENS 1024 // max tokens resulting from Cmd_TokenizeString
#define MAX_TOKEN_CHARS 1024 // max length of an individual token
#define MAX_INFO_STRING 1024
#define MAX_INFO_KEY 1024
#define MAX_INFO_VALUE 1024
#define BIG_INFO_STRING 8192 // used for system info key only
#define BIG_INFO_KEY 8192
#define BIG_INFO_VALUE 8192
#define MAX_QPATH 64 // max length of a quake game pathname
#ifdef PATH_MAX
#define MAX_OSPATH PATH_MAX
#else
#define MAX_OSPATH 256 // max length of a filesystem pathname
#endif
#define MAX_NAME_LENGTH 32 // max length of a client name
// paramters for command buffer stuffing
typedef enum {
EXEC_NOW, // don't return until completed, a VM should NEVER use this,
// because some commands might cause the VM to be unloaded...
EXEC_INSERT, // insert at current position, but don't run yet
EXEC_APPEND // add to end of the command buffer (normal case)
} cbufExec_t;
//
// these aren't needed by any of the VMs. put in another header?
//
#define MAX_MAP_AREA_BYTES 32 // bit vector of area visibility
// Light Style Constants
#define LS_STYLES_START 0
#define LS_NUM_STYLES 32
#define LS_SWITCH_START (LS_STYLES_START+LS_NUM_STYLES)
#define LS_NUM_SWITCH 32
#define MAX_LIGHT_STYLES 64
// print levels from renderer (FIXME: set up for game / cgame?)
typedef enum {
PRINT_ALL,
PRINT_DEVELOPER, // only print when "developer 1"
PRINT_WARNING,
PRINT_ERROR
} printParm_t;
// parameters to the main Error routine
typedef enum {
ERR_FATAL, // exit the entire game with a popup window
ERR_DROP, // print to console and disconnect from game
ERR_DISCONNECT, // don't kill server
} errorParm_t;
// font rendering values used by ui and cgame
#define PROP_GAP_WIDTH 2 // 3
#define PROP_SPACE_WIDTH 4
#define PROP_HEIGHT 16
#define PROP_TINY_SIZE_SCALE 1
#define PROP_SMALL_SIZE_SCALE 1
#define PROP_BIG_SIZE_SCALE 1
#define PROP_GIANT_SIZE_SCALE 2
#define PROP_TINY_HEIGHT 10
#define PROP_GAP_TINY_WIDTH 1
#define PROP_SPACE_TINY_WIDTH 3
#define PROP_BIG_HEIGHT 24
#define PROP_GAP_BIG_WIDTH 3
#define PROP_SPACE_BIG_WIDTH 6
#define BLINK_DIVISOR 600
#define PULSE_DIVISOR 75
#define UI_LEFT 0x00000000 // default
#define UI_CENTER 0x00000001
#define UI_RIGHT 0x00000002
#define UI_FORMATMASK 0x00000007
#define UI_SMALLFONT 0x00000010
#define UI_BIGFONT 0x00000020 // default
#define UI_DROPSHADOW 0x00000800
#define UI_BLINK 0x00001000
#define UI_INVERSE 0x00002000
#define UI_PULSE 0x00004000
#define Com_Memset memset
#define Com_Memcpy memcpy
// stuff for TA's ROQ cinematic code...
//
#define CIN_system 1
#define CIN_loop 2
#define CIN_hold 4
#define CIN_silent 8
#define CIN_shader 16
// all drawing is done to a 640*480 virtual screen size
// and will be automatically scaled to the real resolution
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define TINYCHAR_WIDTH (SMALLCHAR_WIDTH)
#define TINYCHAR_HEIGHT (SMALLCHAR_HEIGHT/2)
#define SMALLCHAR_WIDTH 8
#define SMALLCHAR_HEIGHT 16
#define BIGCHAR_WIDTH 16
#define BIGCHAR_HEIGHT 16
#define GIANTCHAR_WIDTH 32
#define GIANTCHAR_HEIGHT 48
// Player weapons effects
typedef enum
{
SABER_RED,
SABER_ORANGE,
SABER_YELLOW,
SABER_GREEN,
SABER_BLUE,
SABER_PURPLE
} saber_colors_t;
#define MAX_BATTERIES 2500
#define ENUM2STRING(arg) { #arg,arg }
//=============================================
char *COM_SkipPath( char *pathname );
const char *COM_GetExtension( const char *name );
void COM_StripExtension( const char *in, char *out, int destsize );
qboolean COM_CompareExtension(const char *in, const char *ext);
void COM_DefaultExtension( char *path, int maxSize, const char *extension );
//JLFCALLOUT include MPNOTUSED
void COM_BeginParseSession( void );
void COM_EndParseSession( void );
// For compatibility with shared code
QINLINE void COM_BeginParseSession( const char *sessionName )
{
COM_BeginParseSession();
}
class COM_ParseSession {
public:
COM_ParseSession() { COM_BeginParseSession(); };
~COM_ParseSession() { COM_EndParseSession(); };
};
int COM_GetCurrentParseLine( void );
char *COM_Parse( const char **data_p );
char *COM_ParseExt( const char **data_p, qboolean allowLineBreak );
int COM_Compress( char *data_p );
qboolean COM_ParseString( const char **data, const char **s );
qboolean COM_ParseInt( const char **data, int *i );
qboolean COM_ParseFloat( const char **data, float *f );
qboolean COM_ParseVec4( const char **buffer, vec4_t *c);
// data is an in/out parm, returns a parsed out token
void COM_MatchToken( char**buf_p, char *match );
void SkipBracedSection (const char **program);
void SkipRestOfLine ( const char **data );
void Parse1DMatrix (const char **buf_p, int x, float *m);
void Parse2DMatrix (const char **buf_p, int y, int x, float *m);
void Parse3DMatrix (const char **buf_p, int z, int y, int x, float *m);
int Com_HexStrToInt( const char *str );
int QDECL Com_sprintf (char *dest, int size, const char *fmt, ...);
char *Com_SkipTokens( char *s, int numTokens, char *sep );
char *Com_SkipCharset( char *s, char *sep );
// mode parm for FS_FOpenFile
typedef enum {
FS_READ,
FS_WRITE,
FS_APPEND,
FS_APPEND_SYNC
} fsMode_t;
typedef enum {
FS_SEEK_CUR,
FS_SEEK_END,
FS_SEEK_SET
} fsOrigin_t;
//=============================================
char * QDECL va(const char *format, ...);
#define TRUNCATE_LENGTH 64
void Com_TruncateLongString( char *buffer, const char *s );
//=============================================
//
// key / value info strings
//
const char *Info_ValueForKey( const char *s, const char *key );
void Info_RemoveKey( char *s, const char *key );
void Info_SetValueForKey( char *s, const char *key, const char *value );
qboolean Info_Validate( const char *s );
void Info_NextPair( const char **s, char key[MAX_INFO_KEY], char value[MAX_INFO_VALUE] );
// this is only here so the functions in q_shared.c and bg_*.c can link
void NORETURN QDECL Com_Error( int level, const char *error, ... );
void QDECL Com_Printf( const char *msg, ... );
/*
==========================================================
CVARS (console variables)
Many variables can be used for cheating purposes, so when
cheats is zero, force all unspecified variables to their
default values.
==========================================================
*/
#define CVAR_TEMP 0 // can be set even when cheats are disabled, but is not archived
#define CVAR_ARCHIVE 1 // set to cause it to be saved to vars.rc
// used for system variables, not for player
// specific configurations
#define CVAR_USERINFO 2 // sent to server on connect or change
#define CVAR_SERVERINFO 4 // sent in response to front end requests
#define CVAR_SYSTEMINFO 8 // these cvars will be duplicated on all clients
#define CVAR_INIT 16 // don't allow change from console at all,
// but can be set from the command line
#define CVAR_LATCH 32 // will only change when C code next does
// a Cvar_Get(), so it can't be changed
// without proper initialization. modified
// will be set, even though the value hasn't
// changed yet
#define CVAR_ROM 64 // display only, cannot be set by user at all
#define CVAR_USER_CREATED 128 // created by a set command
#define CVAR_SAVEGAME 256 // store this in the savegame
#define CVAR_CHEAT 512 // can not be changed if cheats are disabled
#define CVAR_NORESTART 1024 // do not clear when a cvar_restart is issued
#define CVAR_SERVER_CREATED 2048 // cvar was created by a server the client connected to.
#define CVAR_VM_CREATED 4096 // cvar was created exclusively in one of the VMs.
#define CVAR_PROTECTED 8192 // prevent modifying this var from VMs or the server
#define CVAR_NODEFAULT 16384 // do not write to config if matching with default value
#define CVAR_ARCHIVE_ND (CVAR_ARCHIVE | CVAR_NODEFAULT)
// These flags are only returned by the Cvar_Flags() function
#define CVAR_MODIFIED 0x40000000 // Cvar was modified
#define CVAR_NONEXISTENT 0x80000000 // Cvar doesn't exist.
// nothing outside the Cvar_*() functions should modify these fields!
typedef struct cvar_s {
char *name;
char *string;
char *resetString; // cvar_restart will reset to this value
char *latchedString; // for CVAR_LATCH vars
int flags;
qboolean modified; // set each time the cvar is changed
int modificationCount; // incremented each time the cvar is changed
float value; // atof( string )
int integer; // atoi( string )
qboolean validate;
qboolean integral;
float min;
float max;
struct cvar_s *next;
struct cvar_s *prev;
struct cvar_s *hashNext;
struct cvar_s *hashPrev;
int hashIndex;
} cvar_t;
#define MAX_CVAR_VALUE_STRING 256
typedef int cvarHandle_t;
// the modules that run in the virtual machine can't access the cvar_t directly,
// so they must ask for structured updates
typedef struct {
cvarHandle_t handle;
int modificationCount;
float value;
int integer;
char string[MAX_CVAR_VALUE_STRING];
} vmCvar_t;
/*
==============================================================
COLLISION DETECTION
==============================================================
*/
#include "../game/surfaceflags.h" // shared with the q3map utility
/*
Ghoul2 Insert Start
*/
#if !defined(GHOUL2_SHARED_H_INC)
#include "../game/ghoul2_shared.h" //for CGhoul2Info_v
#endif
/*
Ghoul2 Insert End
*/
#define MAX_G2_COLLISIONS 64
// a trace is returned when a box is swept through the world
typedef struct {
qboolean allsolid; // if true, plane is not valid
qboolean startsolid; // if true, the initial point was in a solid area
float fraction; // time completed, 1.0 = didn't hit anything
vec3_t endpos; // final position
cplane_t plane; // surface normal at impact, transformed to world space
int surfaceFlags; // surface hit
int contents; // contents on other side of surface hit
int entityNum; // entity the contacted sirface is a part of
/*
Ghoul2 Insert Start
*/
CCollisionRecord G2CollisionMap[MAX_G2_COLLISIONS]; // map that describes all of the parts of ghoul2 models that got hit
/*
Ghoul2 Insert End
*/
void sg_export(
ojk::SavedGameHelper& saved_game) const
{
saved_game.write(allsolid);
saved_game.write(startsolid);
saved_game.write(fraction);
saved_game.write(endpos);
saved_game.write<>(plane);
saved_game.write(surfaceFlags);
saved_game.write(contents);
saved_game.write(entityNum);
saved_game.write<>(G2CollisionMap);
}
void sg_import(
ojk::SavedGameHelper& saved_game)
{
saved_game.read(allsolid);
saved_game.read(startsolid);
saved_game.read(fraction);
saved_game.read(endpos);
saved_game.read<>(plane);
saved_game.read(surfaceFlags);
saved_game.read(contents);
saved_game.read(entityNum);
saved_game.read<>(G2CollisionMap);
}
} trace_t;
// trace->entityNum can also be 0 to (MAX_GENTITIES-1)
// or ENTITYNUM_NONE, ENTITYNUM_WORLD
// markfragments are returned by CM_MarkFragments()
typedef struct {
int firstPoint;
int numPoints;
} markFragment_t;
typedef struct {
vec3_t origin;
vec3_t axis[3];
} orientation_t;
//=====================================================================
// in order from highest priority to lowest
// if none of the catchers are active, bound key strings will be executed
#define KEYCATCH_CONSOLE 1
#define KEYCATCH_UI 2
// sound channels
// channel 0 never willingly overrides
// other channels will allways override a playing sound on that channel
#include "../game/channels.h"
/*
========================================================================
ELEMENTS COMMUNICATED ACROSS THE NET
========================================================================
*/
#define ANGLE2SHORT(x) ((int)((x)*65536/360) & 65535)
#define SHORT2ANGLE(x) ((x)*(360.0f/65536))
#define SNAPFLAG_RATE_DELAYED 1
#define SNAPFLAG_NOT_ACTIVE 2 // snapshot used during connection and for zombies
#define SNAPFLAG_SERVERCOUNT 4 // toggled every map_restart so transitions can be detected
//
// per-level limits
//
#define MAX_CLIENTS 1 // 128 // absolute limit
#define MAX_TERRAINS 1 //32
#define GENTITYNUM_BITS 10 // don't need to send any more
#define MAX_GENTITIES (1< MAX_CONFIGSTRINGS
#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS
#endif
#define MAX_GAMESTATE_CHARS 16000
typedef struct {
int stringOffsets[MAX_CONFIGSTRINGS];
char stringData[MAX_GAMESTATE_CHARS];
int dataCount;
} gameState_t;
typedef enum
{
FP_FIRST = 0,//marker
FP_HEAL = 0,//instant
FP_LEVITATION,//hold/duration
FP_SPEED,//duration
FP_PUSH,//hold/duration
FP_PULL,//hold/duration
FP_TELEPATHY,//instant
FP_GRIP,//hold/duration
FP_LIGHTNING,//hold/duration
FP_SABERTHROW,
FP_SABER_DEFENSE,
FP_SABER_OFFENSE,
#ifndef JK2_MODE
//new Jedi Academy powers
FP_RAGE,//duration - speed, invincibility and extra damage for short period, drains your health and leaves you weak and slow afterwards.
FP_PROTECT,//duration - protect against physical/energy (level 1 stops blaster/energy bolts, level 2 stops projectiles, level 3 protects against explosions)
FP_ABSORB,//duration - protect against dark force powers (grip, lightning, drain - maybe push/pull, too?)
FP_DRAIN,//hold/duration - drain force power for health
FP_SEE,//duration - detect/see hidden enemies
#endif // !JK2_MODE
NUM_FORCE_POWERS
} forcePowers_t;
typedef enum
{
ST_NONE = -1, // Used to indicate no active selection (rather than type)
ST_WEAPON,
ST_GADGET,
ST_FIGHTING_STYLE,
ST_FORCE_POWER,
ST_QUICK_MENU
} selectorType_t;
typedef enum
{
SABER_NONE = 0,
SABER_SINGLE,
SABER_STAFF,
SABER_DAGGER,
SABER_BROAD,
SABER_PRONG,
SABER_ARC,
SABER_SAI,
SABER_CLAW,
SABER_LANCE,
SABER_STAR,
SABER_TRIDENT,
SABER_SITH_SWORD,
NUM_SABERS
} saberType_t;
//=========================================================
// bit field limits
#define MAX_STATS 16
// NOTE!!! be careful about altering this because although it's used to define an array size, the entry indexes come from
// the typedef'd enum "persEnum_t" in bg_public.h, and there's no compile-tie between the 2 -slc
//
#define MAX_PERSISTANT 16
#define MAX_POWERUPS 16
#define MAX_WEAPONS 32
#define MAX_AMMO 10
#define MAX_INVENTORY 15 // See INV_MAX
#define MAX_SECURITY_KEYS 5
#define MAX_SECURITY_KEY_MESSSAGE 24
#define MAX_PS_EVENTS 2 // this must be a power of 2 unless you change some &'s to %'s -ste
#define MAX_WORLD_COORD ( 64*1024 )
#define MIN_WORLD_COORD ( -64*1024 )
#define WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )
typedef enum
{
WHL_NONE,
WHL_ANKLES,
WHL_KNEES,
WHL_WAIST,
WHL_TORSO,
WHL_SHOULDERS,
WHL_HEAD,
WHL_UNDER
} waterHeightLevel_t;
// !!!!!!! loadsave affecting struct !!!!!!!
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;
// 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
void sg_export(
ojk::SavedGameHelper& saved_game) const
{
saved_game.write(inAction);
saved_game.write(duration);
saved_game.write(lastTime);
saved_game.write(base);
saved_game.write(tip);
saved_game.write(haveOldPos);
saved_game.write(oldPos);
saved_game.write(oldNormal);
}
void sg_import(
ojk::SavedGameHelper& saved_game)
{
saved_game.read(inAction);
saved_game.read(duration);
saved_game.read(lastTime);
saved_game.read(base);
saved_game.read(tip);
saved_game.read(haveOldPos);
saved_game.read(oldPos);
saved_game.read(oldNormal);
}
} saberTrail_t;
#define MAX_SABER_TRAIL_SEGS 8
// !!!!!!!!!!!!! loadsave affecting struct !!!!!!!!!!!!!!!
typedef struct
{
qboolean active;
saber_colors_t color;
float radius;
float length;
float lengthMax;
float lengthOld;
vec3_t muzzlePoint;
vec3_t muzzlePointOld;
vec3_t muzzleDir;
vec3_t muzzleDirOld;
saberTrail_t trail;
void ActivateTrail ( float duration )
{
trail.inAction = qtrue;
trail.duration = duration;
};
void DeactivateTrail ( float duration )
{
trail.inAction = qfalse;
trail.duration = duration;
};
void sg_export(
ojk::SavedGameHelper& saved_game) const
{
saved_game.write(active);
saved_game.write(color);
saved_game.write(radius);
saved_game.write(length);
saved_game.write(lengthMax);
saved_game.write(lengthOld);
saved_game.write(muzzlePoint);
saved_game.write(muzzlePointOld);
saved_game.write(muzzleDir);
saved_game.write(muzzleDirOld);
saved_game.write<>(trail);
}
void sg_import(
ojk::SavedGameHelper& saved_game)
{
saved_game.read(active);
saved_game.read(color);
saved_game.read(radius);
saved_game.read(length);
saved_game.read(lengthMax);
saved_game.read(lengthOld);
saved_game.read(muzzlePoint);
saved_game.read(muzzlePointOld);
saved_game.read(muzzleDir);
saved_game.read(muzzleDirOld);
saved_game.read<>(trail);
}
} bladeInfo_t;
#define MAX_BLADES 8
typedef enum
{
SS_NONE = 0,
SS_FAST,
SS_MEDIUM,
SS_STRONG,
SS_DESANN,
SS_TAVION,
SS_DUAL,
SS_STAFF,
SS_NUM_SABER_STYLES
} saber_styles_t;
//SABER FLAGS
//Old bools converted to a flag now
#define SFL_NOT_LOCKABLE (1<<0)//can't get into a saberlock
#define SFL_NOT_THROWABLE (1<<1)//can't be thrown - FIXME: maybe make this a max level of force saber throw that can be used with this saber?
#define SFL_NOT_DISARMABLE (1<<2)//can't be dropped
#define SFL_NOT_ACTIVE_BLOCKING (1<<3)//don't to try to block incoming shots with this saber
#define SFL_TWO_HANDED (1<<4)//uses both hands
#define SFL_SINGLE_BLADE_THROWABLE (1<<5)//can throw this saber if only the first blade is on
#define SFL_RETURN_DAMAGE (1<<6)//when returning from a saber throw, it keeps spinning and doing damage
//NEW FLAGS
#define SFL_ON_IN_WATER (1<<7)//if set, weapon stays active even in water
#define SFL_BOUNCE_ON_WALLS (1<<8)//if set, the saber will bounce back when it hits solid architecture (good for real-sword type mods)
#define SFL_BOLT_TO_WRIST (1<<9)//if set, saber model is bolted to wrist, not in hand... useful for things like claws & shields, etc.
//#define SFL_STICK_ON_IMPACT (1<)//if set, the saber will stick in the wall when thrown and hits solid architecture (good for sabers that are meant to be thrown).
//#define SFL_NO_ATTACK (1<)//if set, you cannot attack with the saber (for sabers/weapons that are meant to be thrown only, not used as melee weapons).
//Move Restrictions
#define SFL_NO_PULL_ATTACK (1<<10)//if set, cannot do pull+attack move (move not available in MP anyway)
#define SFL_NO_BACK_ATTACK (1<<11)//if set, cannot do back-stab moves
#define SFL_NO_STABDOWN (1<<12)//if set, cannot do stabdown move (when enemy is on ground)
#define SFL_NO_WALL_RUNS (1<<13)//if set, cannot side-run or forward-run on walls
#define SFL_NO_WALL_FLIPS (1<<14)//if set, cannot do backflip off wall or side-flips off walls
#define SFL_NO_WALL_GRAB (1<<15)//if set, cannot grab wall & jump off
#define SFL_NO_ROLLS (1<<16)//if set, cannot roll
#define SFL_NO_FLIPS (1<<17)//if set, cannot do flips
#define SFL_NO_CARTWHEELS (1<<18)//if set, cannot do cartwheels
#define SFL_NO_KICKS (1<<19)//if set, cannot do kicks (can't do kicks anyway if using a throwable saber/sword)
#define SFL_NO_MIRROR_ATTACKS (1<<20)//if set, cannot do the simultaneous attack left/right moves (only available in Dual Lightsaber Combat Style)
#define SFL_NO_ROLL_STAB (1<<21)//if set, cannot do roll-stab move at end of roll
//SABER FLAGS2
//Primary Blade Style
#define SFL2_NO_WALL_MARKS (1<<0)//if set, stops the saber from drawing marks on the world (good for real-sword type mods)
#define SFL2_NO_DLIGHT (1<<1)//if set, stops the saber from drawing a dynamic light (good for real-sword type mods)
#define SFL2_NO_BLADE (1<<2)//if set, stops the saber from drawing a blade (good for real-sword type mods)
#define SFL2_NO_CLASH_FLARE (1<<3)//if set, the saber will not do the big, white clash flare with other sabers
#define SFL2_NO_DISMEMBERMENT (1<<4)//if set, the saber never does dismemberment (good for pointed/blunt melee weapons)
#define SFL2_NO_IDLE_EFFECT (1<<5)//if set, the saber will not do damage or any effects when it is idle (not in an attack anim). (good for real-sword type mods)
#define SFL2_ALWAYS_BLOCK (1<<6)//if set, the blades will always be blocking (good for things like shields that should always block)
#define SFL2_NO_MANUAL_DEACTIVATE (1<<7)//if set, the blades cannot manually be toggled on and off
#define SFL2_TRANSITION_DAMAGE (1<<8)//if set, the blade does damage in start, transition and return anims (like strong style does)
//Secondary Blade Style
#define SFL2_NO_WALL_MARKS2 (1<<9)//if set, stops the saber from drawing marks on the world (good for real-sword type mods)
#define SFL2_NO_DLIGHT2 (1<<10)//if set, stops the saber from drawing a dynamic light (good for real-sword type mods)
#define SFL2_NO_BLADE2 (1<<11)//if set, stops the saber from drawing a blade (good for real-sword type mods)
#define SFL2_NO_CLASH_FLARE2 (1<<12)//if set, the saber will not do the big, white clash flare with other sabers
#define SFL2_NO_DISMEMBERMENT2 (1<<13)//if set, the saber never does dismemberment (good for pointed/blunt melee weapons)
#define SFL2_NO_IDLE_EFFECT2 (1<<14)//if set, the saber will not do damage or any effects when it is idle (not in an attack anim). (good for real-sword type mods)
#define SFL2_ALWAYS_BLOCK2 (1<<15)//if set, the blades will always be blocking (good for things like shields that should always block)
#define SFL2_NO_MANUAL_DEACTIVATE2 (1<<16)//if set, the blades cannot manually be toggled on and off
#define SFL2_TRANSITION_DAMAGE2 (1<<17)//if set, the blade does damage in start, transition and return anims (like strong style does)
// !!!!!!!!!!!! loadsave affecting struct !!!!!!!!!!!!!!!!!!!!!!!!!!
typedef struct
{
char *name; //entry in sabers.cfg, if any
char *fullName; //the "Proper Name" of the saber, shown in the UI
saberType_t type; //none, single or staff
char *model; //hilt model
char *skin; //hilt custom skin
int soundOn; //game soundindex for turning on sound
int soundLoop; //game soundindex for hum/loop sound
int soundOff; //game soundindex for turning off sound
int numBlades;
bladeInfo_t blade[MAX_BLADES]; //blade info - like length, trail, origin, dir, etc.
int stylesLearned; //styles you get when you get this saber, if any
int stylesForbidden; //styles you cannot use with this saber, if any
int maxChain; //how many moves can be chained in a row with this weapon (-1 is infinite, 0 is use default behavior)
int forceRestrictions; //force powers that cannot be used while this saber is on (bitfield) - FIXME: maybe make this a limit on the max level, per force power, that can be used with this type?
int lockBonus; //in saberlocks, this type of saber pushes harder or weaker
int parryBonus; //added to strength of parry with this saber
int breakParryBonus; //added to strength when hit a parry
int breakParryBonus2; //for bladeStyle2 (see bladeStyle2Start below)
int disarmBonus; //added to disarm chance when win saberlock or have a good parry (knockaway)
int disarmBonus2; //for bladeStyle2 (see bladeStyle2Start below)
saber_styles_t singleBladeStyle; //makes it so that you use a different style if you only have the first blade active
char *brokenSaber1; //if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your right hand
char *brokenSaber2; //if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your left hand
//===NEW========================================================================================
//these values are global to the saber, like all of the ones above
int saberFlags; //from SFL_ list above
int saberFlags2; //from SFL2_ list above
//done in cgame (client-side code)
qhandle_t spinSound; //none - if set, plays this sound as it spins when thrown
qhandle_t swingSound[3]; //none - if set, plays one of these 3 sounds when swung during an attack - NOTE: must provide all 3!!!
qhandle_t fallSound[3]; //none - if set, plays one of these 3 sounds when weapon drops to the ground - NOTE: must provide all 3!!!
//done in game (server-side code)
float moveSpeedScale; //1.0 - you move faster/slower when using this saber
float animSpeedScale; //1.0 - plays normal attack animations faster/slower
//done in both cgame and game (BG code)
int kataMove; //LS_INVALID - if set, player will execute this move when they press both attack buttons at the same time
int lungeAtkMove; //LS_INVALID - if set, player will execute this move when they crouch+fwd+attack
int jumpAtkUpMove; //LS_INVALID - if set, player will execute this move when they jump+attack
int jumpAtkFwdMove; //LS_INVALID - if set, player will execute this move when they jump+fwd+attack
int jumpAtkBackMove; //LS_INVALID - if set, player will execute this move when they jump+back+attack
int jumpAtkRightMove; //LS_INVALID - if set, player will execute this move when they jump+rightattack
int jumpAtkLeftMove; //LS_INVALID - if set, player will execute this move when they jump+left+attack
int readyAnim; //-1 - anim to use when standing idle
int drawAnim; //-1 - anim to use when drawing weapon
int putawayAnim; //-1 - anim to use when putting weapon away
int tauntAnim; //-1 - anim to use when hit "taunt"
int bowAnim; //-1 - anim to use when hit "bow"
int meditateAnim; //-1 - anim to use when hit "meditate"
int flourishAnim; //-1 - anim to use when hit "flourish"
int gloatAnim; //-1 - anim to use when hit "gloat"
//***NOTE: you can only have a maximum of 2 "styles" of blades, so this next value, "bladeStyle2Start" is the number of the first blade to use these value on... all blades before this use the normal values above, all blades at and after this number use the secondary values below***
int bladeStyle2Start; //0 - if set, blades from this number and higher use the following values (otherwise, they use the normal values already set)
//***The following can be different for the extra blades - not setting them individually defaults them to the value for the whole saber (and first blade)***
//===PRIMARY BLADES=====================
//done in cgame (client-side code)
int trailStyle; //0 - default (0) is normal, 1 is a motion blur and 2 is no trail at all (good for real-sword type mods)
char g2MarksShader[MAX_QPATH]; //none - if set, the game will use this shader for marks on enemies instead of the default "gfx/damage/saberglowmark"
char g2WeaponMarkShader[MAX_QPATH]; //none - if set, the game will ry to project this shader onto the weapon when it damages a person (good for a blood splatter on the weapon)
//int bladeShader; //none - if set, overrides the shader used for the saber blade?
//int trailShader; //none - if set, overrides the shader used for the saber trail?
qhandle_t hitSound[3]; //none - if set, plays one of these 3 sounds when saber hits a person - NOTE: must provide all 3!!!
qhandle_t blockSound[3]; //none - if set, plays one of these 3 sounds when saber/sword hits another saber/sword - NOTE: must provide all 3!!!
qhandle_t bounceSound[3]; //none - if set, plays one of these 3 sounds when saber/sword hits a wall and bounces off (must set bounceOnWall to 1 to use these sounds) - NOTE: must provide all 3!!!
int blockEffect; //none - if set, plays this effect when the saber/sword hits another saber/sword (instead of "saber/saber_block.efx")
int hitPersonEffect; //none - if set, plays this effect when the saber/sword hits a person (instead of "saber/blood_sparks_mp.efx")
int hitOtherEffect; //none - if set, plays this effect when the saber/sword hits something else damagable (instead of "saber/saber_cut.efx")
int bladeEffect; //none - if set, plays this effect at the blade tag
//done in game (server-side code)
float knockbackScale; //0 - if non-zero, uses damage done to calculate an appropriate amount of knockback
float damageScale; //1 - scale up or down the damage done by the saber
float splashRadius; //0 - radius of splashDamage
int splashDamage; //0 - amount of splashDamage, 100% at a distance of 0, 0% at a distance = splashRadius
float splashKnockback; //0 - amount of splashKnockback, 100% at a distance of 0, 0% at a distance = splashRadius
//===SECONDARY BLADES===================
//done in cgame (client-side code)
int trailStyle2; //0 - default (0) is normal, 1 is a motion blur and 2 is no trail at all (good for real-sword type mods)
char g2MarksShader2[MAX_QPATH]; //none - if set, the game will use this shader for marks on enemies instead of the default "gfx/damage/saberglowmark"
char g2WeaponMarkShader2[MAX_QPATH]; //none - if set, the game will ry to project this shader onto the weapon when it damages a person (good for a blood splatter on the weapon)
//int bladeShader2; //none - if set, overrides the shader used for the saber blade?
//int trailShader2; //none - if set, overrides the shader used for the saber trail?
qhandle_t hit2Sound[3]; //none - if set, plays one of these 3 sounds when saber hits a person - NOTE: must provide all 3!!!
qhandle_t block2Sound[3]; //none - if set, plays one of these 3 sounds when saber/sword hits another saber/sword - NOTE: must provide all 3!!!
qhandle_t bounce2Sound[3]; //none - if set, plays one of these 3 sounds when saber/sword hits a wall and bounces off (must set bounceOnWall to 1 to use these sounds) - NOTE: must provide all 3!!!
int blockEffect2; //none - if set, plays this effect when the saber/sword hits another saber/sword (instead of "saber/saber_block.efx")
int hitPersonEffect2; //none - if set, plays this effect when the saber/sword hits a person (instead of "saber/blood_sparks_mp.efx")
int hitOtherEffect2; //none - if set, plays this effect when the saber/sword hits something else damagable (instead of "saber/saber_cut.efx")
int bladeEffect2; //none - if set, plays this effect at the blade tag
//done in game (server-side code)
float knockbackScale2; //0 - if non-zero, uses damage done to calculate an appropriate amount of knockback
float damageScale2; //1 - scale up or down the damage done by the saber
float splashRadius2; //0 - radius of splashDamage
int splashDamage2; //0 - amount of splashDamage, 100% at a distance of 0, 0% at a distance = splashRadius
float splashKnockback2; //0 - amount of splashKnockback, 100% at a distance of 0, 0% at a distance = splashRadius
//=========================================================================================================================================
void Activate( void )
{
for ( int i = 0; i < numBlades; i++ )
{
blade[i].active = qtrue;
}
};
void Deactivate( void )
{
for ( int i = 0; i < numBlades; i++ )
{
blade[i].active = qfalse;
}
};
// Description: Activate a specific Blade of this Saber.
// Created: 10/03/02 by Aurelio Reis, Modified: 10/03/02 by Aurelio Reis.
// [in] int iBlade Which Blade to activate.
// [in] bool bActive Whether to activate it (default true), or deactivate it (false).
// [return] void
void BladeActivate( int iBlade, qboolean bActive = qtrue )
{
// Validate blade ID/Index.
if ( iBlade < 0 || iBlade >= numBlades )
return;
blade[iBlade].active = bActive;
}
qboolean Active()
{
for ( int i = 0; i < numBlades; i++ )
{
if ( blade[i].active )
{
return qtrue;
}
}
return qfalse;
}
qboolean ActiveManualOnly()
{
for ( int i = 0; i < numBlades; i++ )
{
if ( bladeStyle2Start > 0 )
{
if ( i >= bladeStyle2Start )
{
if ( (saberFlags2&SFL2_NO_MANUAL_DEACTIVATE2) )
{//don't count this blade
continue;
}
}
else if ( (saberFlags2&SFL2_NO_MANUAL_DEACTIVATE) )
{//don't count this blade
continue;
}
}
else if ( (saberFlags2&SFL2_NO_MANUAL_DEACTIVATE) )
{//don't count any of these blades!
continue;
}
else if ( blade[i].active )
{
return qtrue;
}
}
return qfalse;
}
void SetLength( float length )
{
for ( int i = 0; i < numBlades; i++ )
{
blade[i].length = length;
}
}
float Length()
{//return largest length
float len1 = 0;
for ( int i = 0; i < numBlades; i++ )
{
if ( blade[i].length > len1 )
{
len1 = blade[i].length;
}
}
return len1;
};
float LengthMax()
{
float len1 = 0;
for ( int i = 0; i < numBlades; i++ )
{
if ( blade[i].lengthMax > len1 )
{
len1 = blade[i].lengthMax;
}
}
return len1;
};
void ActivateTrail ( float duration )
{
for ( int i = 0; i < numBlades; i++ )
{
blade[i].ActivateTrail( duration );
}
};
void DeactivateTrail ( float duration )
{
for ( int i = 0; i < numBlades; i++ )
{
blade[i].DeactivateTrail( duration );
}
};
void sg_export(
ojk::SavedGameHelper& saved_game) const
{
saved_game.write(name);
saved_game.write(fullName);
saved_game.write(type);
saved_game.write(model);
saved_game.write(skin);
saved_game.write(soundOn);
saved_game.write(soundLoop);
saved_game.write(soundOff);
saved_game.write(numBlades);
saved_game.write<>(blade);
saved_game.write(stylesLearned);
saved_game.write(stylesForbidden);
saved_game.write(maxChain);
saved_game.write(forceRestrictions);
saved_game.write(lockBonus);
saved_game.write(parryBonus);
saved_game.write(breakParryBonus);
saved_game.write(breakParryBonus2);
saved_game.write(disarmBonus);
saved_game.write(disarmBonus2);
saved_game.write(singleBladeStyle);
saved_game.write(brokenSaber1);
saved_game.write(brokenSaber2);
saved_game.write(saberFlags);
saved_game.write(saberFlags2);
saved_game.write(spinSound);
saved_game.write(swingSound);
saved_game.write(fallSound);
saved_game.write(moveSpeedScale);
saved_game.write(animSpeedScale);
saved_game.write(kataMove);
saved_game.write(lungeAtkMove);
saved_game.write(jumpAtkUpMove);
saved_game.write(jumpAtkFwdMove);
saved_game.write(jumpAtkBackMove);
saved_game.write(jumpAtkRightMove);
saved_game.write(jumpAtkLeftMove);
saved_game.write(readyAnim);
saved_game.write(drawAnim);
saved_game.write(putawayAnim);
saved_game.write(tauntAnim);
saved_game.write(bowAnim);
saved_game.write(meditateAnim);
saved_game.write(flourishAnim);
saved_game.write(gloatAnim);
saved_game.write(bladeStyle2Start);
saved_game.write(trailStyle);
saved_game.write(g2MarksShader);
saved_game.write(g2WeaponMarkShader);
saved_game.write(hitSound);
saved_game.write(blockSound);
saved_game.write(bounceSound);
saved_game.write(blockEffect);
saved_game.write(hitPersonEffect);
saved_game.write(hitOtherEffect);
saved_game.write(bladeEffect);
saved_game.write(knockbackScale);
saved_game.write(damageScale);
saved_game.write(splashRadius);
saved_game.write(splashDamage);
saved_game.write(splashKnockback);
saved_game.write(trailStyle2);
saved_game.write(g2MarksShader2);
saved_game.write(g2WeaponMarkShader2);
saved_game.write(hit2Sound);
saved_game.write(block2Sound);
saved_game.write(bounce2Sound);
saved_game.write(blockEffect2);
saved_game.write(hitPersonEffect2);
saved_game.write(hitOtherEffect2);
saved_game.write(bladeEffect2);
saved_game.write(knockbackScale2);
saved_game.write(damageScale2);
saved_game.write(splashRadius2);
saved_game.write(splashDamage2);
saved_game.write(splashKnockback2);
}
void sg_import(
ojk::SavedGameHelper& saved_game)
{
saved_game.read(name);
saved_game.read(fullName);
saved_game.read(type);
saved_game.read(model);
model = NULL;
saved_game.read(skin);
saved_game.read(soundOn);
saved_game.read(soundLoop);
saved_game.read(soundOff);
saved_game.read(numBlades);
saved_game.read<>(blade);
saved_game.read(stylesLearned);
saved_game.read(stylesForbidden);
saved_game.read(maxChain);
saved_game.read(forceRestrictions);
saved_game.read(lockBonus);
saved_game.read(parryBonus);
saved_game.read(breakParryBonus);
saved_game.read(breakParryBonus2);
saved_game.read(disarmBonus);
saved_game.read(disarmBonus2);
saved_game.read(singleBladeStyle);
saved_game.read(brokenSaber1);
saved_game.read(brokenSaber2);
saved_game.read(saberFlags);
saved_game.read(saberFlags2);
saved_game.read(spinSound);
saved_game.read(swingSound);
saved_game.read(fallSound);
saved_game.read(moveSpeedScale);
saved_game.read(animSpeedScale);
saved_game.read(kataMove);
saved_game.read(lungeAtkMove);
saved_game.read(jumpAtkUpMove);
saved_game.read(jumpAtkFwdMove);
saved_game.read(jumpAtkBackMove);
saved_game.read(jumpAtkRightMove);
saved_game.read(jumpAtkLeftMove);
saved_game.read(readyAnim);
saved_game.read(drawAnim);
saved_game.read(putawayAnim);
saved_game.read(tauntAnim);
saved_game.read(bowAnim);
saved_game.read(meditateAnim);
saved_game.read(flourishAnim);
saved_game.read(gloatAnim);
saved_game.read(bladeStyle2Start);
saved_game.read(trailStyle);
saved_game.read(g2MarksShader);
saved_game.read(g2WeaponMarkShader);
saved_game.read(hitSound);
saved_game.read(blockSound);
saved_game.read(bounceSound);
saved_game.read(blockEffect);
saved_game.read(hitPersonEffect);
saved_game.read(hitOtherEffect);
saved_game.read(bladeEffect);
saved_game.read(knockbackScale);
saved_game.read(damageScale);
saved_game.read(splashRadius);
saved_game.read(splashDamage);
saved_game.read(splashKnockback);
saved_game.read(trailStyle2);
saved_game.read(g2MarksShader2);
saved_game.read(g2WeaponMarkShader2);
saved_game.read(hit2Sound);
saved_game.read(block2Sound);
saved_game.read(bounce2Sound);
saved_game.read(blockEffect2);
saved_game.read(hitPersonEffect2);
saved_game.read(hitOtherEffect2);
saved_game.read(bladeEffect2);
saved_game.read(knockbackScale2);
saved_game.read(damageScale2);
saved_game.read(splashRadius2);
saved_game.read(splashDamage2);
saved_game.read(splashKnockback2);
}
} saberInfo_t;
//NOTE: Below is the *retail* version of the saberInfo_t structure - it is ONLY used for loading retail-version savegames (we load the savegame into this smaller structure, then copy each field into the appropriate field in the new structure - see SG_ConvertRetailSaberinfoToNewSaberinfo()
class saberInfoRetail_t
{
public:
char *name; //entry in sabers.cfg, if any
char *fullName; //the "Proper Name" of the saber, shown in the UI
saberType_t type; //none, single or staff
char *model; //hilt model
char *skin; //hilt custom skin
int soundOn; //game soundindex for turning on sound
int soundLoop; //game soundindex for hum/loop sound
int soundOff; //game soundindex for turning off sound
int numBlades;
bladeInfo_t blade[MAX_BLADES]; //blade info - like length, trail, origin, dir, etc.
saber_styles_t style; //locked style to use, if any
int maxChain; //how many moves can be chained in a row with this weapon (-1 is infinite, 0 is use default behavior)
qboolean lockable; //can get into a saberlock
qboolean throwable; //whether or not this saber can be thrown - FIXME: maybe make this a max level of force saber throw that can be used with this saber?
qboolean disarmable; //whether or not this saber can be dropped
qboolean activeBlocking; //whether or not to try to block incoming shots with this saber
qboolean twoHanded; //uses both hands
int forceRestrictions; //force powers that cannot be used while this saber is on (bitfield) - FIXME: maybe make this a limit on the max level, per force power, that can be used with this type?
int lockBonus; //in saberlocks, this type of saber pushes harder or weaker
int parryBonus; //added to strength of parry with this saber
int breakParryBonus; //added to strength when hit a parry
int disarmBonus; //added to disarm chance when win saberlock or have a good parry (knockaway)
saber_styles_t singleBladeStyle; //makes it so that you use a different style if you only have the first blade active
qboolean singleBladeThrowable; //makes it so that you can throw this saber if only the first blade is on
char *brokenSaber1; //if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your right hand
char *brokenSaber2; //if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your left hand
qboolean returnDamage; //when returning from a saber throw, it keeps spinning and doing damage
void Activate( void )
{
for ( int i = 0; i < numBlades; i++ )
{
blade[i].active = qtrue;
}
};
void Deactivate( void )
{
for ( int i = 0; i < numBlades; i++ )
{
blade[i].active = qfalse;
}
};
// Description: Activate a specific Blade of this Saber.
// Created: 10/03/02 by Aurelio Reis, Modified: 10/03/02 by Aurelio Reis.
// [in] int iBlade Which Blade to activate.
// [in] bool bActive Whether to activate it (default true), or deactivate it (false).
// [return] void
void BladeActivate( int iBlade, qboolean bActive = qtrue )
{
// Validate blade ID/Index.
if ( iBlade < 0 || iBlade >= numBlades )
return;
blade[iBlade].active = bActive;
}
qboolean Active()
{
for ( int i = 0; i < numBlades; i++ )
{
if ( blade[i].active )
{
return qtrue;
}
}
return qfalse;
}
void SetLength( float length )
{
for ( int i = 0; i < numBlades; i++ )
{
blade[i].length = length;
}
}
float Length()
{//return largest length
float len1 = 0;
for ( int i = 0; i < numBlades; i++ )
{
if ( blade[i].length > len1 )
{
len1 = blade[i].length;
}
}
return len1;
};
float LengthMax()
{
float len1 = 0;
for ( int i = 0; i < numBlades; i++ )
{
if ( blade[i].lengthMax > len1 )
{
len1 = blade[i].lengthMax;
}
}
return len1;
};
void ActivateTrail ( float duration )
{
for ( int i = 0; i < numBlades; i++ )
{
blade[i].ActivateTrail( duration );
}
};
void DeactivateTrail ( float duration )
{
for ( int i = 0; i < numBlades; i++ )
{
blade[i].DeactivateTrail( duration );
}
};
void sg_export(
ojk::SavedGameHelper& saved_game) const
{
saved_game.write(name);
saved_game.write(fullName);
saved_game.write(type);
saved_game.write(model);
saved_game.write(skin);
saved_game.write(soundOn);
saved_game.write(soundLoop);
saved_game.write(soundOff);
saved_game.write(numBlades);
saved_game.write<>(blade);
saved_game.write(style);
saved_game.write(maxChain);
saved_game.write(lockable);
saved_game.write(throwable);
saved_game.write(disarmable);
saved_game.write(activeBlocking);
saved_game.write(twoHanded);
saved_game.write(forceRestrictions);
saved_game.write(lockBonus);
saved_game.write(parryBonus);
saved_game.write(breakParryBonus);
saved_game.write(disarmBonus);
saved_game.write(singleBladeStyle);
saved_game.write(singleBladeThrowable);
saved_game.write(brokenSaber1);
saved_game.write(brokenSaber2);
saved_game.write(returnDamage);
}
void sg_import(
ojk::SavedGameHelper& saved_game)
{
saved_game.read(name);
saved_game.read(fullName);
saved_game.read(type);
saved_game.read(model);
model = NULL;
saved_game.read(skin);
saved_game.read(soundOn);
saved_game.read(soundLoop);
saved_game.read(soundOff);
saved_game.read(numBlades);
saved_game.read<>(blade);
saved_game.read(style);
saved_game.read(maxChain);
saved_game.read(lockable);
saved_game.read(throwable);
saved_game.read(disarmable);
saved_game.read